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To host a reliable Don’t Starve Together dedicated server, install the free Dedicated Server app (Steam app ID 343050), create one cluster directory, add a valid cluster token, configure the cluster and shard files, allow the ports selected in those files through your firewall, and start the Master and (if wanted) Caves shards. The Master represents the surface world; Caves is a separate underground shard that must authenticate to the Master with the same cluster key.
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The exact port defaults and some option names have changed across server versions. Treat the files installed with your current build as authoritative, and do not copy a port list from an older guide without matching every value to your own server.ini files.
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A DST dedicated server is organized as a cluster. The cluster is the persistent identity of your world: its name, password, gameplay rules, player lists, token and shard settings live at the cluster root. Each world process inside that cluster is a shard. The standard two-shard arrangement is:
- Master: the surface world and the shard that coordinates the cluster.
- Caves: the underground world, running as a secondary shard.
Cluster-level files apply to both shards. Each shard then has its own server.ini containing its local process and networking settings. A one-shard server can run only Master, but a Caves server requires the shard settings, a matching cluster key and separate networking values.
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Prerequisites and installation
Install the dedicated-server application
The dedicated server is free and is distributed as Steam app ID 343050. You can install it with SteamCMD or from the Steam client by opening Library > Tools and installing Don’t Starve Together Dedicated Server. Install it on the machine that will remain online; the game client does not need to be running there.
- A stable internet connection is needed for an internet-visible cluster.
- You need permission to create files in the server’s data directory and to add UDP firewall rules.
- Keep the server build updated, but make a backup of the cluster directory before changing versions or configuration.
Do not edit files in the installation directory unless the current server documentation explicitly tells you to. Persistent world data and configuration belong in the Klei data location described below.
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| Platform | Default location shown in current setup references | What to place there |
|---|---|---|
| Windows | DocumentsKleiDoNotStarveTogether |
Your cluster directory and its files |
| Linux | ~/.klei/DoNotStarveTogether/MyDediServer/ |
Your cluster directory and its files |
The final folder name is yours to choose. A practical arrangement is a directory named after the world, containing cluster.ini, cluster_token.txt, the player-list files and two subdirectories named Master and Caves.
Create the cluster directory and file layout
Build the directory before launching the server. The root is shared by every shard; do not put a second copy of the token or cluster settings inside Master or Caves.
YourCluster/
├─ cluster.ini
├─ cluster_token.txt
├─ adminlist.txt
├─ whitelist.txt
├─ blocklist.txt
├─ Master/
│ └─ server.ini
└─ Caves/
└─ server.ini
| File or folder | Scope and purpose |
|---|---|
cluster.ini |
Cluster-wide gameplay, network, miscellaneous and shard options. |
cluster_token.txt |
The online authentication token for this cluster; stored only at the root. |
adminlist.txt |
Players granted administrative commands. |
whitelist.txt |
Klei UserIds allowed into reserved whitelist slots. |
blocklist.txt |
Players blocked from joining. |
Master/server.ini |
Master shard process, local server port and Steam networking values. |
Caves/server.ini |
Secondary shard process, its own ports and the route back to Master. |
File names are case-sensitive on Linux. Save them as plain text, not rich text, and check that your editor has not silently added .txt to a name such as cluster.ini.
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Generate and install a cluster token
An internet server needs a cluster token. It ties the cluster to your Klei account and allows the server to appear and authenticate online. There are two supported ways to obtain it.
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Method 1: Klei account site
- Sign in to your Klei account site with the account you want associated with the server.
- Use its cluster-token generator and copy the complete token, including any characters at the beginning or end.
- Create a plain-text file named
cluster_token.txtin the cluster root. - Paste the token as the file’s only content and save it.
Method 2: in-game console
- Open DST on a client that has access to the in-game console.
- Run
TheNet:GenerateClusterToken(). - Close or leave the client as appropriate and locate the generated token in the Klei documents folder.
- Copy that file into the root of the dedicated-server cluster and ensure it is named
cluster_token.txt.
Do not use an unfamiliar token command copied from an old forum post. The verified console command is TheNet:GenerateClusterToken(). Keep the token private: anyone who can read it may be able to operate the cluster identity.
Write cluster.ini
cluster.ini controls values shared by Master and Caves. Start from the configuration generated by the installed server version where possible. Option names and defaults have changed since the commonly cited 2016 Klei forum settings guide, so confirm each key against the files shipped with your build.
[GAMEPLAY]
game_modeselects the world’s game mode.max_playersis the player cap; the default reported in the guide is 16.pvpcontrols player-versus-player combat; the reported default isfalse.
Set a cap that your machine and connection can actually support. A larger configured maximum does not increase the game’s simulation capacity or your upstream bandwidth.
[NETWORK]
cluster_nameis the name shown in the server browser.cluster_passwordprotects joining. Leave it blank or omit it for an unprotected cluster.cluster_descriptionis the description displayed on the Browse Games screen; a third-party guide reports an empty default.lan_only_clusterdefaults tofalsein the cited guide. Set it totrueonly when you intentionally want LAN-only access.whitelist_slotsreserves places for players listed in the rootwhitelist.txt. Entries are Klei UserIds, not display names.tick_rateis reported as 15 by a third-party guide. Klei’s guide advises leaving it at the normal value except for LAN games; if you change it, use a value that divides evenly into 60, such as 15, 20 or 30.
Changing tick rate affects simulation scheduling, not the number of slots. Do not change it merely to solve a firewall or authentication problem.
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[MISC]
max_snapshotsis reported as 6 in Klei’s 2016 settings guide. A snapshot is created on each save and appears in the Rollback tab of the Host Game screen.console_enabledis reported astrueby default and permits Lua commands in the server console. Disable it only if you have a deliberate administrative reason.
Snapshots consume storage over time. If you lower the count, you reduce rollback history; if you raise it, monitor disk usage.
[SHARD]
shard_enabledmust betruefor a multi-shard cluster. It is reported asfalseby default.cluster_keyis the shared password that authenticates a secondary shard to Master. The Klei forum guide states that it is required whenshard_enabled = true.bind_ip,master_ipandmaster_portdetermine shard communication in the guide, but their descriptions and defaults are not consistent across published examples. Verify the meaning in the files for your installed version.
Use one identical cluster_key in the cluster configuration available to every machine running a shard. A typo, extra space or different capitalization prevents Caves from authenticating.
Configure Master/server.ini
The Master file belongs in the Master subfolder. Set is_master = true. Its server port and Steam ports must be available on the host and must not collide with the Caves values. Keep the [SHARD] settings consistent with the cluster root, and use the current server template for the exact [STEAM] key names.
Do not assume that a value called bind_ip is an IP address merely because of its name. The older Klei guide describes it as a UDP listening port (default 10888), while a third-party example uses 127.0.0.1 for local shard communication and 11001 as master_port. That contradiction is a reason to inspect your installed template rather than paste either example blindly.
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The Caves file belongs in the Caves subfolder and must not identify itself as Master. Give it its own server and Steam port values. In a same-machine setup, point master_ip to the loopback address used by your version and set master_port to the Master shard’s inter-shard port. If Caves runs on another machine, use the Master’s reachable address and allow the inter-shard traffic through both firewalls.
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- Master and Caves must use the same
cluster_key. - Each shard needs distinct ports; sharing a port causes bind failures or leaves one process unreachable.
- Do not copy Master’s
is_master = trueinto Caves. - Start Master before Caves when troubleshooting so the secondary has an active endpoint to contact.
Ports and firewall rules
Port numbers are the least reliable part of older DST setup guides. One 2026 guide recommends opening UDP 10999 plus shard ports, while other guides use 10998 for the Master server port and 11001 for master_port. These values conflict, and the current defaults for your installed build are not established here.
- Open each
server.iniand record every server, Steam and inter-shard port actually configured. - Confirm that Master and Caves use different values where the files require separate listeners.
- Create inbound UDP firewall rules for those values on the server host.
- If the host is behind a router, forward the same UDP ports to the host’s private address.
- Check that another application is not already listening on any selected port.
- After a server update, recheck the files and firewall rules; do not assume an old port list still applies.
Use a LAN-only test first if possible. A server visible locally but not remotely usually indicates router forwarding, a host firewall rule or an incorrect advertised address rather than a gameplay setting.
Start the shards
- Stop any old DST server processes that might still hold the configured ports.
- Verify the cluster root contains
cluster.iniandcluster_token.txt, and that both shard subfolders contain their ownserver.ini. - Launch the dedicated-server executable with this cluster selected, using the launch method supplied with your installed server build.
- Start the Master shard and watch its console for file, token and port errors.
- Start Caves after Master is listening. Its console should show a successful connection and shard authentication.
- From a client, open Browse Games and search for
cluster_name. Use the configured password if one exists. - Join, travel to a sinkhole and confirm that the Caves world loads. Then disconnect cleanly and verify that a snapshot is created.
If your build offers a generated launch script, preserve it and edit only the cluster-name or path values it documents. Launch flags differ between operating systems and releases; a flag copied from another version can silently select the wrong directory.
Manage access and recovery files
Administrators
Add each administrator’s Klei UserId, one per line, to the root adminlist.txt. UserIds are not the same as character names or Steam display names. Restart or use the server’s documented reload behavior after changing the file.
Whitelist and reserved slots
Place Klei UserIds in whitelist.txt and set whitelist_slots to reserve places for them. A whitelist entry does not automatically grant administrator powers.
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Blocks
Add a UserId to the root blocklist.txt to prevent that player from joining. Keep a backup of all three lists before editing so an accidental overwrite does not remove your access controls.
Snapshots and rollback
With the reported default of six, snapshots are retained from saves and exposed through the Rollback tab of the Host Game screen. Roll back only after stopping or quiescing active play, and copy the cluster directory first. A rollback changes world state for every player, not just the person who triggered it.
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The server does not appear in Browse Games
- Confirm that
cluster_token.txtis at the cluster root, contains the complete token and is readable by the server account. - Check that
lan_only_clusteris not set totrueunless LAN-only operation is intended. - Recheck every UDP firewall and router-forwarding rule against the actual values in both
server.inifiles. - Read the console for a port bind failure or an invalid configuration key.
Caves fails to connect to Master
- Confirm Master has
is_master = trueand Caves does not. - Make the
cluster_keyidentical for both shards. - Verify Caves’
master_ipandmaster_portpoint to the Master inter-shard listener. - Ensure the two shards are not using the same local port.
- Start Master first and inspect both consoles for the first authentication error.
Players can see the server but cannot join
- Check the join password and spelling of
cluster_name. - Confirm that the advertised server port is forwarded as UDP, not only TCP.
- Check whether the configured player cap has been reached or reserved slots are affecting non-whitelisted players.
The console command does nothing
Verify that console_enabled is true and that the command is being entered in the server console that owns the cluster. Lua commands entered in a client chat window are not equivalent to server-console commands.
An update breaks the server
Stop both shards, back up the complete cluster directory, compare the newly generated configuration template with your edited files and revalidate option names. Recheck ports because published defaults are inconsistent across versions. Restore the backup only after confirming it is compatible with the new build.
Recommended validation checklist
- Dedicated Server app 343050 is installed and updated.
- One cluster root contains the token, cluster settings and player lists.
- Master and Caves each have one
server.iniin the correct subfolder. - Master is marked
is_master = true; Caves is not. shard_enabledis true for a two-shard world.- The cluster key matches everywhere it is required.
- Each shard has distinct, currently configured ports.
- UDP firewall and router rules match those files exactly.
- The token is private, readable and not accidentally saved as
cluster_token.txt.txt. - A client can join, travel between surface and Caves, disconnect and rejoin.
What to change only after the basic server works
First establish a clean Master-only or two-shard launch with the generated defaults. Then change one setting at a time: password, player cap, PvP, whitelist reservations, snapshots or tick rate. Record each change and restart both shards when required. This isolates configuration errors and gives you a known-good backup.
For tick rate, retain the normal value unless you have a LAN-specific reason to change it. For snapshots, choose a retention count that fits your disk budget. For access control, use UserIds in the list files and test with a non-admin account. For networking, prefer values from the current templates over numbers copied from guides written for earlier releases.
Source and version caveat
The most detailed option descriptions commonly cited for DST come from Klei Entertainment’s 2016 forum thread “Dedicated Server Settings Guide,” while several defaults and examples come from later community guides. Because those references are old and some port descriptions conflict, the installed server’s generated files and console errors take precedence. Keep that distinction in mind whenever a future update changes a key name, default or token workflow.
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