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If a dedicated 7 Days to Die server is missing from the browser, check the server’s visibility setting, inbound ports, SteamNetworking mode, and the client’s search filters in that order. A server can be running locally yet invisible to the public list, or it can appear and still time out when someone joins. Treat discovery and joining as separate problems.
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Read the symptom before changing settings
The failure stage points to a different layer of the setup. Use this split so you do not spend time changing client filters when the router is blocking inbound traffic, or changing ports when the browser is simply over-filtered.
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| What you see | Most likely area | First action |
|---|---|---|
| Nobody outside the home network can find the server | Visibility value, port forwarding, host firewall, ISP or CGNAT, or the advertised port | Confirm the active configuration and forward the required ports to the server computer’s current LAN address |
| The server appears, but joining ends in a timeout | Join-path ports, SteamNetworking, firewall or antivirus, EAC, drivers, Wi‑Fi, or general network reliability | Test the join path separately and change one networking variable at a time |
| Only an empty search result is shown | Browser tab, excessive search parameters, VPN, or an incorrect search method | Clear filters, use the peer-to-peer tab or SteamID search where available, and temporarily disable the VPN |
| Friends can join only by invitation | Friends-only visibility or a browser-filter mismatch | Check that ServerVisibility is set to the public value and search from the correct tab |
| Players receive “Could not retrieve server information” | Discovery response, advertised port, firewall, or an unreachable host | Verify the port map and host firewall, then test from a network outside the server’s LAN |
1. Confirm that the running server uses a public configuration
Open the serverconfig.xml file loaded by the dedicated-server instance that is actually running. Editing a different copy has no effect. Set the visibility property to the public value:
<property name='ServerVisibility' value='2'/>
| Value | Result |
|---|---|
2 |
Public; eligible for the server list |
1 |
Friends-only |
0 |
Not listed |
A dedicated server is not itself a friend account. Therefore, a value of 1 can make a correctly running server look absent to players who are not on the relevant friends list, while 0 deliberately suppresses listing altogether.
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Save the file and restart the dedicated-server process; most configuration values are read at startup. If the value changes back after a restart, inspect the host panel, startup script, or launch arguments for a setting that overwrites the XML. Managed panels sometimes maintain their own copy of the configuration, so the panel’s server settings must match the file you edited.
Check the server log after restarting. It should show the instance binding to the expected port and completing startup rather than stopping on an XML or permissions error. A process that exits immediately cannot advertise, regardless of its visibility value.
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With the default base port, the official port table calls for one TCP port and a four-port UDP range. Create rules on the router that point to the server computer’s current LAN address, not to another gaming PC on the network.
| Protocol | Port | Documented role |
|---|---|---|
| TCP | 26900 | Game details |
| UDP | 26900–26903 | Master-list interface, Steam communication, LiteNetLib networking, and the additional join path |
If ServerPort is changed, move the forwarding rules to the new base port and preserve the same offsets: the TCP rule uses the base port, while the UDP rules cover the base port through base port plus three. For example, a different base port requires a corresponding four-port UDP range rather than leaving 26900–26903 open by habit.
Keep the destination address stable
Routers forward to an IP address such as 192.168.x.x. If the server computer receives a new address from DHCP, the old rule can silently point to the wrong device. Reserve the computer’s LAN address in the router or configure a stable address according to your network administrator’s practice, then update each forwarding rule to that address.
Allow the same traffic through the host firewall
Port forwarding only gets packets to the home network. The operating-system firewall on the server computer must also allow the dedicated-server executable and the required TCP 26900 and UDP 26900–26903 traffic. Apply the rule to the network profile used by the machine. Antivirus suites with their own network filtering can block the process even when the operating-system rule appears correct.
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Use exceptions as a controlled diagnostic, not as a permanent reason to disable protection. Allow the game and server executables, retest, and then narrow the rule to the required program and ports. If visibility changes immediately, restore protection and create a precise permanent exception.
Test from outside the LAN
A test performed from the same home network may succeed through local routing while outside players remain blocked. Ask a player on a different connection, or use a device on a mobile-data connection, to search and join. If nobody outside can see the server, focus on forwarding, the host firewall, the advertised port, or an ISP-level inbound restriction before changing client settings.
Some ISPs place residential connections behind carrier-grade NAT (CGNAT). In that arrangement, the router has no publicly reachable address to which an inbound rule can apply. If forwarding is correct but external traffic never reaches the home router, ask the ISP whether inbound connections are possible on the service. A different plan or a hosted server may be required.
3. Match SteamNetworking to the network path
The SteamNetworking setting must fit the way players reach the server. The server configuration reference recommends disabling SteamNetworking when there is no NAT router between users and the server or when port forwarding is correctly configured. A Steam support moderator gives the same recommendation for a directly reachable, correctly forwarded dedicated server.
Do not change several networking options at once. Record the current value, change only SteamNetworking, restart the server, and retest from an external network. If the listing appears after the change but joins still time out, the discovery path improved while a separate join-path, firewall, or security problem remains.
Conversely, a setup that depends on Steam’s NAT-assisted path may need the setting enabled. The correct choice depends on whether players reach the machine through a properly forwarded public route or through SteamNetworking. The important test is a clean before-and-after comparison with the same client filters and the same server build.
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4. Remove client-side filters that hide valid servers
An empty browser result does not prove that the server is offline. The official multiplayer guidance warns that selecting too many search parameters can narrow the result set to zero. Clear every optional filter, including map, difficulty, player-count, language, and other tags, then search again.
Use the appropriate browser path
When the interface provides separate tabs, check the peer-to-peer tab as well as the general public list. A SteamID search can locate a server when a broad list is delayed or filtered. Search for the exact server name only after confirming that broad searches return other servers; an exact-name mismatch can otherwise look like a network failure.
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Temporarily remove VPN interference
A VPN can alter the route, region, or discovery traffic and can make a server disappear from results. Disconnect it on the client for one test, restart the game if necessary, and repeat the same search. If the server appears without the VPN, use split tunneling or a different route rather than changing the server’s port configuration blindly.
Browser labels and tabs can change between game builds. If a current update moves the peer-to-peer or SteamID controls, use the multiplayer help instructions for that build and keep the search deliberately broad until discovery works.
5. Make the server and every client compatible
Multiplayer requires the server and players to run the same game version. A dedicated instance that has not been updated can remain visible while clients fail to join, or it can be omitted from a filtered result that expects the current build. Update the server and clients through the same release channel, restart after updating, and verify the displayed build number on both sides.
Mods must match
Modded servers require compatible mod versions on the clients. A missing, outdated, or different mod can prevent a join even when the server is listed. For a clean diagnostic, stop the server, note its mod set, and test with an unmodded client only if the server itself is unmodded. If the server depends on mods, distribute the exact versions and load order required by that installation.
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Custom worlds must be available
Custom-world files also need to match where the server requires them. A player may see the listing but fail during the world-loading stage if the local files differ. Confirm the world name and files on the server and client, and test a known-good world to separate world-file problems from network problems.
Crossplay and EAC
Crossplay requires Easy Anti-Cheat (EAC) to be enabled on the server. EAC is not required for every 7 Days to Die session, but individual servers may require it. Enable it when cross-platform players need to connect, and ensure clients launch with the matching EAC state. A server that requires EAC can reject a client that starts without it even though discovery is working.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.6. When the server is listed but joining times out
Once a listing is visible, stop changing browser filters and test the connection path. The following causes are specifically identified in the official troubleshooting guidance.
Firewall or antivirus delay
Security software can delay or block the handshake after discovery. Add the game and dedicated-server executables to temporary exceptions, test one join, and inspect the security log for a blocked event. Remove broad exclusions after the test and keep only the narrow rule that is necessary.
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Update the server and client network drivers through the operating-system update mechanism or the hardware vendor. Reboot after installation and repeat the same join test. Driver maintenance is relevant only after the server is reachable; it cannot repair a missing router rule.
Wi‑Fi and physical network faults
Wireless interference, packet loss, a damaged network cable, or a misconfigured router can allow a server to appear and still fail during a longer handshake. Test the server on wired networking if possible. A replacement Cat6 Ethernet cable can isolate a bad cable segment, but it does not replace correct forwarding or firewall rules.
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The Fun Pimps FAQ also lists bad network cables, wireless links, router misconfiguration, and general network faults among possible causes. Compare a wired test with the original Wi‑Fi test and record whether the timeout changes; that comparison identifies the unreliable segment without changing the game configuration.
Recheck the advertised and join ports
Some setups expose the listing through one path while the actual join uses another. Confirm that TCP 26900 and UDP 26900–26903, or the equivalent offsets for a changed base port, all reach the same server computer. A visible listing followed by a timeout is consistent with discovery traffic passing while a required join-path port is blocked.
Do these 3 things before closing this tab:
1Clear out junk files and repair common Windows errors2Fix the driver behind crashes, sound loss and screen glitches3Repair Windows errors before they cause bigger problems7. Decide whether home hosting is practical
Self-hosting requires control over the router, a stable destination address, inbound firewall rules, updates, backups, and uptime. It is a reasonable choice when the ISP permits inbound traffic and you can maintain those settings.
Renting a cloud server is an alternative dedicated-server setup path listed in the publisher’s support FAQ. It is particularly relevant when CGNAT prevents inbound connections, the router cannot accept forwarding rules, or keeping a home machine online is impractical. Before moving, verify that the host supports the current game version, your mods and world files, the required ports, and your crossplay/EAC requirements. Managed hosting reduces router work but does not remove the need to maintain compatible builds and server configuration.
A clean retest procedure
Use the same test conditions after each change so one successful result has a clear cause.
- Stop the dedicated server and back up the active
serverconfig.xml. - Set
ServerVisibilityto2, save, and restart the server. - Confirm the configured base port. For the default, forward TCP 26900 and UDP 26900–26903 to the server computer’s current LAN address.
- Allow the same traffic and the server executable through the host firewall, then check antivirus or security logs for blocks.
- Set SteamNetworking to the value appropriate for the topology; when direct access or correct forwarding is in use, test with it disabled as recommended by the configuration reference.
- From a client outside the LAN, clear browser filters, check the peer-to-peer tab, and use SteamID search where available.
- Verify the game version, mod set, custom-world files, and EAC state, especially for crossplay.
- If the listing appears but the join times out, test wired networking, update network drivers, and inspect firewall and antivirus events before changing another server setting.
Change one variable per cycle and write down the result: invisible, visible, joined, or timed out. That record prevents returning to a setting that already failed and shows whether the fault moved from discovery to joining.
What each result means
- Visible after setting
ServerVisibility=2: the previous value was restricting or suppressing listing. - Visible only after forwarding: the router, firewall, or external reachability path was blocking discovery.
- Visible after changing SteamNetworking: the networking mode did not match the NAT or forwarding arrangement; joining still needs its own test.
- Visible after clearing filters or disabling a VPN: the client was hiding the result rather than the server being offline.
- Visible but never joinable: investigate join-path ports, EAC, firewall/antivirus, drivers, Wi‑Fi, and compatible versions or mods.
- Works only inside the LAN: external forwarding or ISP/CGNAT reachability remains unresolved.
The Bottom Line
Start with the active serverconfig.xml: use ServerVisibility=2, forward TCP 26900 and UDP 26900–26903 to the correct server computer, and align SteamNetworking with the actual NAT setup. Then clear client filters, verify versions, mods, worlds, and EAC, and treat any post-listing timeout as a separate firewall, join-port, or network-reliability problem.
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