If a friend cannot join your Vintage Story world, first determine whether the player is on the same home network or connecting over the internet. For same-LAN play, open the world with Escape → Open to LAN, keep that world open, use the host computer’s private LAN address, and allow the game through both firewalls. Only after a second device on the same LAN succeeds should you troubleshoot port forwarding, VPNs, or remote access.
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Start by identifying the connection you are trying to make
“LAN server not working” can describe two different setups. A player in the same house should connect directly over the local network. A player outside the home needs a route through the internet, normally a forwarded game port or a virtual private network. Mixing these cases wastes time: internet port forwarding cannot fix two computers that are on different Wi-Fi segments, and an Open to LAN session is not an always-on internet server.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware match| Player location | Correct hosting method | Address to use | What must remain running |
|---|---|---|---|
| Same home Wi-Fi or Ethernet | Open the single-player world to LAN | Host’s private LAN address and the configured port | The host’s world and game client |
| Outside the home network | Forward the game port or use a VPN | Public address or VPN address, as applicable | The host process and router path |
| Persistent world without the host playing | Dedicated server or hosted server | The server’s LAN, public, or VPN address | VintagestoryServer.exe or the hosted service |
The Vintage Story Wiki’s multiplayer guidance recommends proving local connectivity first. Put a second computer or phone-connected laptop on the same reachable LAN and test that device before changing router settings.
Use this order of checks
- Confirm whether the joining player is local or remote.
- Confirm that the host world is still open, or that the dedicated server process is running.
- Allow the correct Vintage Story executable through the firewall.
- Enter the host’s current private address manually.
- Verify both devices are on the same reachable network.
- Match game versions and mod sets, then test with vanilla content.
- Check whitelist, password, and refusal messages.
- For remote players, configure a forwarded port or a VPN.
Open a single-player world to LAN correctly
Launch the temporary session
- Start Vintage Story and load the world in single-player mode.
- Press Escape to open the in-game menu.
- Select Open to LAN and confirm the session settings.
- Leave the world open while the other player connects and plays.
This method is intended for a temporary multiplayer session. Closing the world, returning to the main menu, or exiting the game removes the host that other players are joining. If the host computer sleeps, shuts down, or loses its network connection, the session disappears as well.
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Connect from the second computer
On the joining computer, use the multiplayer screen’s manual server entry rather than relying only on automatic discovery. Enter the host’s current private LAN IP address and the port shown or configured for the session. A private address commonly belongs to the home network’s address range; do not substitute the host’s public internet address for a same-LAN connection.
If the server appears in a list but fails to join, manual entry is still useful. Discovery can be blocked by a router feature even when direct traffic between the two computers is possible.
Allow Vintage Story through both firewalls
Host-side rule
The host must permit the server component to accept connections. On Windows, create or approve a firewall rule for VintagestoryServer.exe. If Windows displayed a network-access prompt when Vintage Story first started, allow it on the private network profile used by your home LAN. A rule limited to public networks, or a rule created for an old installation path, may not cover the executable you are running now.
Client-side rule
The joining computer also needs to run Vintagestory.exe without the firewall blocking its network access. Security software from a third party can have its own application-control list, so approving the program in Windows Firewall alone may not be sufficient.
Test safely
- Temporarily verify whether the firewall is the cause by allowing the applications on the private network profile.
- Retry from a second device on the same LAN.
- If the connection works, replace any broad temporary allowance with an explicit rule for the Vintage Story executable and the private network only.
- Turn protection back on after the test; do not leave the firewall disabled as a permanent fix.
The official troubleshooting guidance specifically warns against blocking internet access for VintagestoryServer.exe. A “connection refused” message commonly means the service is not listening, the firewall rejected it, or the address points to the wrong machine.
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Verify the address before changing router settings
Find the host’s current private address
Routers often assign local addresses dynamically. Reconnecting to Wi-Fi, rebooting the router, or joining through a different adapter can give the host a new address. Check the address on the host immediately before the test, then enter that value on the client.
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Do not assume that an address copied from an old setup remains valid. If the host has both Ethernet and Wi-Fi enabled, make sure you use the address belonging to the interface that can actually reach the other computer.
Confirm reachability from another LAN device
Test with a second computer on the same network, not with a friend across the internet. If the second LAN device cannot connect, the problem is local to the host, firewall, address, or network segmentation. If the local test succeeds but a remote friend fails, stop changing the game installation and move to the router or VPN section.
Make sure both computers are on the same reachable LAN
“Connected to Wi-Fi” does not always mean “able to communicate with every other device.” Guest networks frequently isolate clients. Some access points enable client isolation, and managed homes or offices may place devices on separate VLANs. A VPN can also change the route selected for game traffic.
- Connect both computers to the same non-guest Wi-Fi name, or connect both to the same wired network.
- Disconnect unused VPN adapters while performing the initial LAN test.
- Check that the router has not enabled wireless client isolation.
- If one computer is wired and one is wireless, verify that the access point permits traffic between those segments.
- Use another LAN computer to distinguish a network-wide issue from a single client problem.
These router features are practical networking causes rather than Vintage Story error codes. The official troubleshooting approach is simpler: establish a same-LAN connection first, then investigate anything beyond it.
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Match game versions and mod sets
Version parity
The client and server must run compatible game versions. A minor version difference can be enough to prevent a join or cause an immediate disconnect. Check the version shown by both installations before comparing more complicated network settings.
Mod parity
Compare the complete mod lists and versions on the client and server. A missing dependency, an extra mod, or a different mod build can look like a network failure because the connection reaches the server but the game cannot complete the handshake.
Use a vanilla diagnostic test
- Back up the world and existing mod configuration.
- Temporarily remove non-vanilla mods from both sides.
- Test using only the standard Survival, Creative, and Essential content recommended in the Vintage Story troubleshooting guidance.
- If vanilla multiplayer works, restore mods in small groups until the incompatible package is identified.
Do not use a successful vanilla test as proof that every mod is safe; it proves that the underlying LAN path and base game can communicate.
Separate a reachable server from an authorization failure
Whitelist rejection
A server can be reachable and still refuse a player who is not on its whitelist. Have the host verify the player’s account or name in the server’s access settings before diagnosing the router.
Password rejection
If a password is configured, the joining player must use the current value exactly. Re-enter it rather than relying on a saved entry from an earlier session.
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Connection refused
“Connection refused” generally indicates that the target address was reached but no permitted Vintage Story service accepted the connection. Check that the Open to LAN world is still open or that the dedicated process is running, then inspect the firewall rule and configured port. A typo in the address can produce a similar result if it points at a different device.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Remote friends: forward the port or use a VPN
Why Open to LAN is not enough
Open to LAN is designed for players who can reach the host directly on the local network. Someone outside the home cannot normally use the host’s private address. Their traffic must be routed through the home router or through a shared VPN network.
Manual forwarding
The official Vintage Story setup guide specifies forwarding TCP and UDP port 42420 to the host computer for internet play. Create the rule on the router, direct it to the host’s current private address, and allow the same traffic through the host firewall. Both protocols matter; forwarding only one can produce inconsistent connection or discovery behavior.
Because the host’s private address can change, reserve that address in the router or update the forwarding destination after a reassignment. Give the remote player the public address and configured port, not the private LAN address.
UPnP limitations
Vintage Story can attempt automatic router mapping through UPnP, but the official guide warns that UPnP may fail. Router firmware, disabled UPnP, double-NAT arrangements, or provider restrictions can prevent an automatic rule from being created. When automatic setup does not work, create the TCP and UDP mapping manually or use a VPN.
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VPN alternative
A VPN can place the host and remote players on a shared virtual network, avoiding inbound forwarding on the home router. Every participant must install and join the same VPN network, then connect using the host’s VPN address. Treat the VPN interface like any other network adapter: firewall rules and route selection still matter.
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| Option | Best for | Advantages | Limitations |
|---|---|---|---|
| Open to LAN | A short session with people in the same building | Fast setup; no separate server installation | The host’s world and game client must stay open |
| Local dedicated server | A persistent world on your own computer or spare machine | Runs independently of the host’s playable client; configurable access | That computer must remain powered and reachable; firewall and router work still apply |
| Hosted server | Players who need an always-on world without maintaining a home machine | Provider handles continuous availability and internet reachability | It is a paid service and depends on the provider’s configuration and support |
When to install the dedicated server
Use the dedicated server program when the host should be able to leave the game, shut down the client, or let friends play while nobody is logged in locally. Confirm that VintagestoryServer.exe is running, that it is using the intended data path, and that the firewall permits it. Keep the server’s world and configuration separate from the single-player client files so that a test does not accidentally alter the wrong installation.
When local hosting is the wrong tool
A home-hosted dedicated server still depends on the host computer’s power, network connection, and upload capacity. If those conditions are unreliable, a paid hosted server is the simpler persistent option described by the self-hosting overview. No provider availability or price is established here, so compare current plans separately if you choose that route.
Troubleshoot by symptom
The friend cannot see the server
- Confirm the host world is open to LAN or the dedicated process is running.
- Use manual entry with the host’s current private address for a local player.
- Check that both devices are on the same non-guest network.
- Allow the relevant executable through the firewall.
The server appears, but joining times out
- Repeat the test from a second LAN computer.
- If local joining works, verify the remote port mapping or VPN route.
- Check that the forwarding rule targets the host’s current private address.
- Make sure both TCP and UDP are covered for the configured remote port.
The player is rejected immediately
- Compare exact game versions.
- Temporarily remove non-vanilla mods from both sides.
- Check whitelist membership and password settings.
The setup worked yesterday but not today
- Recheck the host’s private address after reconnecting to Wi-Fi.
- Confirm the host is using the same network interface as before.
- Check whether a game update changed the client or server version.
- Verify that the dedicated process or Open to LAN session is actually running.
A reliable final checklist
- Local players use the host’s private LAN address; remote players use a forwarded route or VPN address.
- The host keeps an Open to LAN world open, or runs
VintagestoryServer.exefor dedicated hosting. - The host firewall allows
VintagestoryServer.exe; the client firewall allowsVintagestory.exe. - Both computers are on the same reachable LAN for local play, without guest isolation blocking them.
- Game versions, mod lists, and mod versions match; vanilla testing succeeds before mods are restored.
- Whitelist and password settings permit the joining player.
- Remote hosting forwards TCP and UDP port 42420, or all players share a working VPN.
- The forwarding destination still matches the host’s current private address.
The shortest path to a fix is therefore procedural: prove a second device can join locally, correct the executable and address, remove version or mod variables, and only then expose the server to remote players. If the world must remain available without the host’s client, move from Open to LAN to a dedicated or hosted server rather than trying to keep a temporary session alive.
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