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Freedom251 › Blog › Dedicated Server

Starbound Server Port Forwarding: Ports and Router Setup

By Freedom251 Team · · 12 min read

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For a typical Starbound dedicated server, forward the server’s listening port—usually 21025—from your router to the computer running the server. Most guides specify TCP; some Linux setups use both TCP and UDP, so verify the active configuration and server log before creating the rule. Give remote players your public IP address (or hostname) and that port, not your computer’s private LAN address.

What you need before forwarding a port

Port forwarding only works when four pieces line up: the Starbound server is listening, the router sends traffic to the correct private address, the host firewall allows it, and your internet connection accepts inbound traffic. Gather these details first:

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  • The computer that will run the dedicated server.
  • Its private IPv4 address on your home network.
  • The listening port shown in starbound_server.config or the server log.
  • The protocol or protocols the server actually uses.
  • Administrator access to the router and the host computer.

Do not assume that a successful connection from another device in your house proves that internet forwarding works. A same-network test can bypass the router’s WAN path entirely.

Which Starbound port and protocol should you forward?

Item What the available guides establish How to apply it
Default port 21025 is the normal Starbound game/query port. Use 21025 unless your server configuration specifies another listening port.
TCP Starbounder’s multiplayer instructions and a Steam Community dedicated-server guide identify 21025/TCP. Forward TCP when your configuration and log show TCP listening.
UDP A Starbounder Linux guide says the default uses 21025 over both TCP and UDP. Add UDP only when the server setup actually listens for it.
External versus internal port The router maps an internet-facing port to a port on the host computer. Using the same number on both sides is simplest, but the external number can differ if your router and server setup support that arrangement.

The documentation is not completely uniform about UDP. That is why the reliable procedure is to inspect the configuration and startup log rather than blindly opening every protocol. Forwarding an unused protocol increases exposure without helping players.

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Find the listening port in the configuration

Start the dedicated server once, then inspect starbound_server.config and the console or log output. Locate the configured listening or game port and note whether startup reports TCP, UDP, or both. If you change the value later, the router rule, operating-system firewall rule, and the address players enter must all change with it.

On Windows, the dedicated executable is commonly named starbound_server.exe. On Linux, use the server’s own configuration and log rather than relying on a distribution-specific file path. The important value is the port the running process is bound to, not a port mentioned in an old tutorial.

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Reserve a stable private IP for the server computer

A forwarding rule targets a private address such as 192.168.1.50. If your router later gives that computer a different address, the rule still points to the old machine address and outside players will fail to connect. Steam Support therefore recommends that the server use a static internal IP address.

Preferred method: a DHCP reservation

  1. Sign in to the router’s administration page.
  2. Open the connected-device, LAN, DHCP, or address-reservation section.
  3. Identify the server computer by its hostname or network hardware address.
  4. Create a reservation for its current private IPv4 address.
  5. Save the reservation, then reconnect the computer or renew its DHCP lease.

A reservation lets the router manage the address while guaranteeing that the same device receives it. Menu labels differ by firmware; consult the router manufacturer’s documentation if the option is not named DHCP reservation.

Record the address on the host

On Windows, open Command Prompt and run:

ipconfig

Record the IPv4 address for the adapter that actually connects to your router. Ignore disconnected adapters, virtual machines, and VPN interfaces. On Linux, run:

ip addr

Use the address on the active Ethernet or Wi-Fi interface. The address normally belongs to a private range such as 192.168.x.x, 10.x.x.x, or 172.16.x.x through 172.31.x.x. This is the destination used in the router rule; it is not the address remote friends should type.

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Create the router port-forwarding rule

Router interfaces use different names—Port Forwarding, Virtual Server, NAT Rules, or Applications and Gaming—but the fields perform the same job. Create one rule for each protocol required by the server.

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  1. Open the router’s administration interface from a device on your LAN.
  2. Go to the port-forwarding or NAT section and choose Add rule.
  3. Enter a recognizable name such as Starbound TCP.
  4. Choose TCP, UDP, or a TCP/UDP option according to the server’s configuration.
  5. Enter the selected external/WAN port.
  6. Enter the selected internal/LAN port.
  7. Enter the reserved private IPv4 address of the server computer.
  8. Enable the rule and save or apply the change.

For a default setup, the external and internal port are normally both 21025. If you deliberately use a different outside port, players must include that outside port when connecting, while the router still sends traffic to the server’s configured internal port.

Do not forward a broad range when a single port is sufficient. Avoid placing the server computer in a DMZ; a DMZ exposes many unrelated services and is not a substitute for a precise rule.

Allow Starbound through the host firewall

The router can deliver a packet to the computer, but the operating-system firewall can still reject it. Create an inbound allow rule for the Starbound server executable or for the exact listening port and protocol.

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Windows

  1. Open Windows Defender Firewall with Advanced Security.
  2. Select Inbound Rules, then New Rule.
  3. Choose Program if you want to allow starbound_server.exe, or choose Port to allow the verified port.
  4. Select the required protocol and enter the listening port.
  5. Choose Allow the connection.
  6. Limit the profiles and networks to those you actually use, then name and save the rule.

The Steam Community guide specifically notes that starbound_server.exe must be allowed through active firewalls. If a third-party security suite controls inbound traffic, create the equivalent exception there as well.

Linux

Allow the verified port in the firewall system enabled by your distribution, such as a front end for netfilter. Match the protocol exactly: a TCP rule does not automatically allow UDP. Reload the firewall and confirm that the rule is active before testing.

Only allow the server process and ports you need. A temporary firewall disable can help isolate a fault, but restore the firewall immediately after the test and create a narrow permanent exception instead.

What address should players use?

Friends connecting from outside your home

Remote players need your public/WAN IPv4 address or a hostname that resolves to it, followed by the forwarded external port. Find the WAN address in the router status page or through a trusted “what is my IP” service. Share the address privately; it identifies your home internet connection.

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If the game’s connection screen has separate fields, enter the public address in the server-address field and the forwarded port in the port field. If it accepts a combined value, use the format the game specifies, such as an address followed by a colon and port.

Players on the same home network

Use the server computer’s private address when the router does not support NAT loopback (also called hairpin NAT). A same-LAN player may therefore connect to the private IPv4 address while an internet player uses the public address. The forwarding rule is still needed for people outside the LAN.

Do not share the wrong address

  • The private IPv4 address is for devices on your home network.
  • The public/WAN address is for remote players.
  • An IPv6 address is not interchangeable with an IPv4 forwarding rule; IPv6 usually requires an appropriate inbound firewall policy and a reachable global address.

Test from a genuinely different network

  1. Start the dedicated server and leave it running.
  2. Confirm in the log that it is listening on the selected port.
  3. Verify that the router’s WAN address is the address you plan to share.
  4. Ask a friend outside your home, or use a phone on cellular data with Wi-Fi disabled, to attempt a connection.
  5. Have the player use the public address and external port.
  6. Check the server console for an incoming connection attempt.

A port-check website can sometimes report whether a TCP port responds, but it cannot prove that Starbound is configured correctly or that UDP works. The most useful test is an actual game connection from another network while the server is running.

Troubleshoot failed connections in this order

1. Confirm the server is running and listening

Close and restart the dedicated server, watch for binding errors, and verify the configured port in the log. Another program may already occupy the port. If the server is listening on a changed port, update every dependent setting before testing again.

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2. Check the destination address

Compare the router rule’s destination with the host’s current private IPv4 address. If the address changed, repair the DHCP reservation and the rule. Make sure the rule targets the active network adapter rather than a disconnected or virtual interface.

3. Check the rule and protocol

Ensure the rule is enabled, saved, and applied. Confirm that the external port, internal port, destination address, and protocol match the running server. A TCP-only rule will not carry UDP traffic, and a UDP-only rule will not carry TCP traffic.

4. Check the host firewall

Verify the inbound exception for starbound_server.exe or the selected port. Check Windows network profiles and any security software that maintains its own firewall. On Linux, confirm the active firewall is the one you edited.

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5. Look for a second router or modem

If your internet equipment contains both a modem/router and a separate personal router, the connection may pass through two NAT layers. Forward the port through both devices, or put the downstream router in the upstream device’s supported bridge or passthrough arrangement. Avoid blindly enabling a DMZ on either device.

6. Check for carrier-grade NAT

Compare the router’s reported WAN address with the public address shown by an external service. If the router receives a private or carrier-grade address, your ISP may be using CGNAT. In that situation, ordinary home port forwarding cannot accept unsolicited inbound IPv4 connections. Ask the ISP whether a public IPv4 address or another supported option is available.

7. Consider IPv6 separately

IPv6 does not use the same NAT port-forwarding model. If both networks support IPv6, the server needs a globally reachable IPv6 address and an inbound firewall rule, and players must use an IPv6-compatible connection method. Do not assume that opening IPv4 21025 makes the server reachable over IPv6.

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Changing Starbound’s port

Changing the listening port can avoid a conflict with another service or fit an existing network policy, but it is a coordinated change. Edit the server configuration, restart the server, and verify the new listening value in the log. Then change the router’s external and internal mapping, update the host-firewall exception, and give players the new external port. Leaving even one of these at the old value produces a connection failure that can look like a firewall problem.

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If you use different external and internal numbers, document the mapping clearly. Players always use the external number; the server process only needs to listen on its internal configured number.

Dynamic public IP addresses

Many residential connections receive a dynamic public address. Steam documents that the address can change after a modem or router restart. When it changes, an old address shared with friends stops working even though the forwarding rule is still correct.

  • Check the router’s WAN address whenever the connection is restarted.
  • Tell players the new address before they connect.
  • Use a reputable dynamic-DNS service if you need a stable hostname, and configure it according to that service’s current instructions.

A dynamic-DNS name solves address changes, not CGNAT, a closed firewall, or an incorrect forwarding rule. Steam Support notes that an external static IP generally requires purchasing one through the internet service provider.

Security and maintenance

  • Forward only the port and protocols the server needs.
  • Keep the operating system, game files, and server software updated.
  • Run the server under an account with only the permissions it requires.
  • Use a strong administration password on the router and restrict remote router administration.
  • Review router and server logs for unexpected connection attempts.
  • Remove the forwarding and firewall rules when you stop hosting permanently.
  • Back up the server configuration and world data before changing network settings.

Port forwarding makes a service reachable from the internet; it does not authenticate every player or protect the host from flaws in the server software. Treat the dedicated-server machine as an exposed network service.

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Home hosting versus a hosted server

Decision factor Hosting at home Hosted server
Control over mods and configuration Full control over local files and settings. Depends on the provider’s access and policies.
Recurring cost No separate server rental, but it uses your electricity and home connection. Normally includes a recurring hosting charge.
Setup complexity Requires router forwarding, firewall configuration, and troubleshooting. Usually requires less home-network work, but still needs server configuration.
Public-IP and NAT dependence Depends on a reachable public connection; CGNAT can block inbound IPv4. The provider normally supplies the public network path.
Uptime Limited by your power, router, ISP, and household maintenance. Depends on the provider’s infrastructure and support terms.
Security responsibility You manage router rules, host firewall, updates, and access. The provider manages infrastructure, while you still manage the game server and credentials.

Home hosting is practical for a small group when you control the router and have a reachable public address. A hosted service can be simpler when your ISP uses CGNAT, the server must remain online while your home is offline, or you do not want to expose a household computer.

Router features that matter

No particular router brand is required. When choosing or replacing equipment, check for:

  • DHCP reservations tied to a device or hardware address.
  • Separate custom TCP and UDP forwarding rules.
  • Clear status information for the WAN address.
  • Useful handling of IPv6 firewall policies.
  • Documentation that explains double NAT, bridge or passthrough mode, and CGNAT limitations.
  • Firmware updates and the ability to disable remote administration.

Some routers automatically create rules through universal plug-and-play. Manual rules are easier to audit and troubleshoot, so use them when you need predictable long-term hosting.

Quick verification checklist

  • Server: running and listening on the intended port.
  • Private address: reserved and still assigned to the host.
  • Router: enabled rule maps the external port to the correct internal address and port.
  • Protocol: TCP, UDP, or both match the server’s actual behavior.
  • Firewall: inbound exception allows the executable or port.
  • WAN path: no unconfigured second NAT device or CGNAT barrier.
  • Test: performed from outside the home network.
  • Player address: remote users have the current public address or hostname and external port.

Frequently asked questions

Can I forward a different external port?

Yes, if your router maps it to the server’s internal listening port and the game connection screen lets players specify that external port. Update the firewall and the port you share with players.

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Why can I join locally but my friend cannot?

Local access proves that the server and LAN path work, but not that WAN forwarding works. Check the public address, router mapping, host firewall, double NAT, and CGNAT using the troubleshooting order above.

Do I need both TCP and UDP?

Not automatically. Some documentation identifies TCP 21025, while a Linux guide describes both protocols by default. Use the protocols reported by your running configuration and log; create separate rules when necessary.

Does restarting the router permanently break the server?

It can change the public address, which invalidates the address you gave friends. A DHCP reservation should preserve the host’s private address, but it does not prevent a dynamic WAN address from changing.

Is port forwarding safe?

It exposes the selected service to internet traffic. Reduce risk by forwarding only the required port, keeping the server and operating system updated, using a narrow firewall exception, protecting router credentials, and removing the rule when you no longer host.

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