Vintage Story Server Port: 42420 TCP and UDP Explained
Vintage Story server port 42420 is the default. Learn when to forward TCP and UDP, use a custom port, and skip home-router setup for a managed host.
You will need
- A self-hosted server you can stop or inspect
- Router access only if remote players need to reach a home-hosted server
- The configured port if it differs from 42420
Vintage Story’s default dedicated-server port is 42420. If friends connect to a server behind your home router over the internet, the official setup guide says to create separate TCP and UDP rules for the configured port on versions 1.20 and later. You do not need internet port forwarding for a same-network game, and you should not change your home router for a managed server. This guide shows when forwarding applies, how to match the rules to your actual port, and what to check when a connection fails. A checklist narrows down the cause; it cannot prove that your network is reachable from outside.
Use 42420 as the default port#
A dedicated Vintage Story server uses port 42420 by default. The server configuration names the value Port; a self-hosted server can use another number if the default conflicts with something else. The stable release listed by the official game news is 1.22.7 (August 16, 2026), so its server is within the 1.20+ range covered by the official TCP-and-UDP guidance.
| Server route | What to do with the port |
|---|---|
| Default self-hosted server | Check that 42420 is the port the server actually listens on. |
| Self-hosted server with a custom port | Use the configured number everywhere: server, host firewall, router and player address. |
| Managed server | Copy the assigned address and port from its control panel. Do not replace them with 42420. |
TCP and UDP are two separate network protocols that can use the same port number. The official dedicated-server guide shows a TCP forwarding rule, then says to repeat the setup for UDP for game versions 1.20 onward. It also gives separate TCP and UDP examples for Linux firewalls. That is why a rule labeled only “TCP” is not the complete documented setup for a current dedicated server.
Opening both protocols helps players connect; it does not reduce network delay. If everyone can connect but the group is comparing regions, see our Vintage Story server location and ping guide.
Do not infer that every failed join is a port problem. An incorrect address, a stopped server, an operating-system firewall, a router pointing at the wrong computer, account access or a version mismatch can look like a connection failure too. Vintage Story’s official stable news and dedicated-server guide are the references for the current release and port instructions.
Forward ports only for remote access to a home server#
Port forwarding matters when the server runs on a computer inside your home network and a player outside that network must reach it. Your router receives internet traffic and forwards it to the server computer’s local address. A firewall on that computer may also need to permit the traffic.
| Where the player is | Router forwarding needed? | Next check |
|---|---|---|
| Same home network as the server | Usually no internet forwarding | Use the server computer’s local address and confirm both devices are on the same network. |
| Outside the home network, joining a home server | Usually yes | Forward the configured port to the server computer and allow it through the computer firewall. |
| Joining a rented or managed server | No home-router rule | Use the host’s assigned server address and port. |
The official self-hosting overview separates local play from internet hosting and describes manual forwarding as one option when automatic UPnP does not work. It does not guarantee that UPnP will succeed on your router. Some internet connections use carrier-grade NAT or block inbound traffic, which can stop a normal forwarding rule from working even when the router looks correct.
For a same-network session, try the local route before changing router settings. For a remote friend, first confirm the server is listening and that the address they are using is the public address or domain for your home network. If a provider hosts the server, the provider controls the network allocation; the address and port in its panel take the place of a home-router rule. The broader multiplayer guide compares ways to play with friends.
Create separate TCP and UDP rules for the actual port#
For a home server, make one forwarding rule for TCP and a second for UDP. Both should use the server’s configured port and point to the same computer on your local network. If you are opening a host firewall too, permit the same port and protocol pair there.
Confirm the server computer’s local address
Reserve the computer’s local IP in your router if it supports that option. A forwarding rule aimed at an address that changes later can silently point to the wrong device.
Add a TCP router rule
For the default server, set the external and internal port to
42420, choose TCP, and enter the server computer’s local address as the destination. If the server uses a custom port, use that number instead.Add a separate UDP rule
Repeat the rule with the same port and destination, selecting UDP. The official Wiki specifically says to repeat the TCP router setup for UDP on versions
1.20and later.Allow the same traffic on the server computer
Check the operating system’s firewall. On a Linux host using UFW, the default port can be allowed with separate commands:
bash sudo ufw allow 42420/tcp sudo ufw allow 42420/udpReplace
42420with the actual configured port when it differs. On Windows, check that the server process is allowed through Windows Defender Firewall on the network profile you use.
Use your router maker’s instructions for its exact controls; labels and layouts vary. A single “TCP/UDP” choice may not create both rules reliably. Vintage Story’s multiplayer troubleshooting page recommends separate permissions for both protocols when diagnosing “Host has failed to respond.” That message points toward forwarding as one possible cause, but it does not identify which device or rule is wrong.
Change the port only when 42420 conflicts#
Keep the default unless another service already needs it or your hosting environment assigns a different port. A self-hosted server’s configuration includes a Port field; the official Server Config reference documents 42420 as its default and describes using a custom value. That page says its defaults were last verified for version 1.22.0, so use it for the port field rather than treating every listed setting as current.
If you change the port, stop the server before editing its configuration, save the file, and start the server again. Then confirm the startup log shows the port you chose. Do not edit the file while the server is running and assume the change took effect. The router, host firewall and address shared with players must all match the same number.
For a home server, write down the port you selected before creating the two router rules. For a managed server, do not change panel-generated configuration or guess at a default. Managed hosts assign ports from their own allocations; a value shown in the panel is the source for the player’s connection details. The rent, home PC and VPS guide explains the trade-offs between those routes.
Give players the address and port the server uses#
A player needs the address that reaches the server and, when required, the port it listens on. For the default port, the game may use its default without the number being typed; for a custom port, include the actual value in the connection details. Do not send a private local IP to a friend who is joining from another network.
For example, a documentation-only address might look like 203.0.113.25:42421. The number after the colon is the example server’s port, not a recommendation to change yours. Use your real public address only with people you trust, and avoid posting it publicly with personal information.
Vintage Story’s official Wiki also documents an SRV record using the _vintagestory._tcp service so a domain can point players to a non-default TCP port. DNS records are configured at your domain provider, and the port in the record must match the server. An SRV record does not replace the need to configure the server’s UDP traffic or the other applicable firewall rules; it only helps clients find the TCP address and port.
In a managed panel, copy the address and port shown for that server rather than assembling them from a random example. The current Game Hosting connection guide presents the allocated address and tells Vintage Story players to enter it with its port. If the panel says the address is not available yet, follow its status guidance instead of guessing. Keep the actual address private; this article uses no customer server details.
Diagnose a failed connection one layer at a time#
When Vintage Story says “Host has failed to respond,” check the route in order instead of changing several settings at once. The official Wiki calls a forwarding error likely, but the message can also follow from a wrong address or a server that is not listening.
| Check | What to confirm | If it does not match |
|---|---|---|
| Server process | The server is running and its log reports the configured port. | Start it or correct the server’s own port first. |
| Player address | The friend has the correct public address or provider-assigned address and port. | Resend the exact current connection details. |
| Host firewall | The server computer permits the required traffic on TCP and UDP. | Add or correct the separate rules for the active network profile. |
| Router destination | Both forwarding rules point to the server computer’s current local IP and actual port. | Reserve the local address and update the destination. |
| Outside route | A player on a different network tries the connection after the rules are active. | Check for carrier-grade NAT, an ISP restriction or an incorrect public IP. |
A test from another device on the same Wi-Fi does not prove the internet route works. Ask a friend on a different network to test, or use a suitable outside-network check that can test the relevant protocol. A web port checker that only tests TCP cannot confirm UDP. No single test guarantees that the game login will succeed, because account, whitelist and version checks happen separately after networking.
Keep Vintage Story account authentication enabled. If the game reports an account or whitelist problem, fix that access issue rather than changing router rules or disabling authentication. Likewise, check that the client and server use compatible game releases before treating a join failure as a firewall symptom.
Use a managed host if you do not want router setup#
If you do not want to leave a home PC running or manage its firewall and router, a managed server is another route. The provider assigns the server’s network address and port, and players use the connection details shown in the panel. That removes your home router from this part of the setup; it does not prove that every player’s client or internet connection can reach the server.
For Game Hosting, the Vintage Story panel displays the allocated address and port for the server. Copy those exact values into the game rather than opening a port on your home router or replacing the assigned number with 42420. If you are still choosing between a rented server and running one yourself, compare the hosting routes and the broader host-selection guide.
Use the same checks in this guide to understand where a connection stops, but keep the scope clear: a managed host handles its server-side allocation, while your account, client version and local network remain yours to check. When you need a place to compare the current Vintage Story plans, see Game Hosting for Vintage Story.
Quick answers
What port does a Vintage Story server use?
The default dedicated-server port is 42420. Check the server configuration if an administrator changed it.
Does Vintage Story need TCP and UDP?
For versions 1.20 and later, the official dedicated-server guide says to create separate forwarding or firewall rules for TCP and UDP on the configured port.
Do I need to forward a port for a LAN server?
Not for players on the same local network. Forwarding is for remote players reaching a server behind your home router.
How do I join a server on a custom port?
Use the host address and its actual port in Vintage Story. A managed server’s panel should show the assigned address and port.

