The Tool Desk
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What an ETS2 or ATS dedicated server requires
Euro Truck Simulator 2 and American Truck Simulator use the same overall dedicated-server workflow. Each has an official server application distributed through Steam and SteamCMD. The server application itself does not contain your map, DLC, or mod selection. Those details are exported from a normal game configuration and loaded as package files.
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- Dedicated-server application: the ETS2 or ATS tool installed through Steam or SteamCMD.
server_packages.sii: the exported map, DLC, and mod configuration.server_packages.dat: internal map data generated with the package configuration.server_config.sii: the lobby, limits, ports, logon token, damage setting, and moderator list. It is created on the first server launch.- Network access: a reachable host, firewall rules, and router forwarding if the machine is behind NAT.
SCS states that ownership of the full game is not required merely to launch the dedicated-server application. You still need package files generated from a normal game setup, so the practical preparation step is performed with the regular game installed and configured.
Choose where to host
The software is the same whether it runs on a home PC, a rented virtual server, or a managed game-server machine. The operational differences are reachability, maintenance, and control rather than a different ETS2/ATS server build.
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| Consideration | Home machine | Rented VPS or game-server machine |
|---|---|---|
| Public reachability | You control the router and can forward ports, but carrier-grade NAT or a changing public address can prevent browser listing. | Usually has a public address and avoids home-router limitations; verify that the provider permits the required ports. |
| Uptime | Depends on the PC, power, operating system, and home connection staying online. | Designed for continuous operation and can often be restarted automatically. |
| Administration | You maintain the operating system, SteamCMD installation, firewall, and backups. | You still maintain the server files unless the provider includes management; a managed service may reduce routine administration. |
| Backups and monitoring | You must create your own file backups, alerts, and restart process. | Snapshots, monitoring, and scheduled restarts may be available, but check what is included. |
| Multiple instances | Possible, provided every instance has isolated files, ports, and logon tokens. | Often easier to keep separate instances and automation isolated, subject to the machine’s capacity. |
There is no universal CPU, memory, or bandwidth figure published in the authoritative documentation for a particular player count. Start with one instance, monitor the host, and scale only after observing your own traffic and simulation load.
Install the official dedicated-server application
The application IDs are different for the two games:
| Game | Dedicated-server app ID |
|---|---|
| Euro Truck Simulator 2 | 1948160 |
| American Truck Simulator | 2239530 |
In the Steam client, open the Tools section, find the corresponding dedicated-server tool, and install it into a folder you can back up and run under the intended service account. SteamCMD is preferable for a headless machine or scripted deployment.
SteamCMD installation on Windows
- Download and extract SteamCMD into a tools directory.
- Create a separate destination for the game server, such as
C:GameServer. - Open a command prompt in the SteamCMD directory.
- For ATS, run
steamcmd.exe +force_install_dir "C:GameServer" +login anonymous +app_update 2239530 +quit. - For ETS2, use the same command with app ID
1948160.
The anonymous login is sufficient for downloading the dedicated-server application. SteamCMD does not automatically keep the server current. Run the update command deliberately during a maintenance window, and keep a backup of the working package and configuration files before changing versions.
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Generate the package files with the normal game
The dedicated server cannot start with only its executable. Generate the package set from the regular ETS2 or ATS game that has the map, DLC, and mod selection you intend to host.
- Start the normal game and enable its developer console using the game’s supported developer-console setting.
- Load the profile and world configuration that contains the desired map, DLC, and mods.
- Open the developer console and execute
export_server_packages. - Locate the two generated files:
server_packages.siiandserver_packages.dat. - Copy both files into the dedicated server’s home directory.
What each exported file does
server_packages.siirecords the package selection, including map, DLC, and mod configuration.server_packages.datsupplies the internal map data associated with that selection.
Copy the files as a pair. If you launch the server with -homedir, place them in that selected home directory rather than leaving them in the normal game’s profile folders. Whenever you change the map, DLC, or mod selection, export a new pair and replace the old files together.
Let the server create its configuration file
Run the dedicated-server executable once after the package files are in place. On first launch it creates server_config.sii in the server home directory. Stop the process cleanly, make a backup of the newly created file, and edit that copy’s corresponding properties rather than building a configuration from an empty text file.
The generated file’s SII structure matters. Preserve its braces, object names, and existing syntax while changing values. If you use a custom home directory, keep server_config.sii, server_packages.sii, and server_packages.dat together there so the launch command and the files it references cannot drift apart.
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Configure server_config.sii
These are the settings exposed by the official example. Values shown as limits are documentation limits, not recommendations for every group.
| Setting | Purpose and constraint |
|---|---|
lobby_name |
Name displayed for the session; maximum 63 characters. |
description |
Longer explanation shown to players; maximum 63 characters. |
welcome_message |
Message shown when a player joins; maximum 127 characters. |
password |
Optional join password. Share it only with the intended group. |
max_players |
Player cap. The documented maximum is 8. |
max_vehicles_total |
Limit for total vehicles in the session. |
max_ai_vehicles_player |
AI-vehicle limit attributed to each player. |
max_ai_vehicles_player_spawn |
Controls how many AI vehicles can be spawned for a player. |
connection_virtual_port |
Virtual connection port used by the server configuration. |
query_virtual_port |
Virtual query port used by the server configuration. |
connection_dedicated_port |
Dedicated connection port. The official example uses 27015. |
query_dedicated_port |
Dedicated query port. The official example uses 27016. |
server_logon_token |
Token used by the server to authenticate its session; keep it private and unique per instance. |
player_damage |
Enables or disables player damage according to the value supported by the generated configuration. |
| Moderator and known-player entries | SteamID64 values for trusted administrators who should receive moderation controls. |
The two dedicated-port numbers above are example defaults from the official configuration. Check the current SCS documentation after updates, especially if you are creating a new configuration or running more than one instance. The connection and query ports must not collide with another server on the same public address, and each simultaneous instance also needs its own logon token.
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A safe editing pattern
- Copy the generated
server_config.siito a dated backup. - Change the lobby identity and welcome text first, keeping each character limit in mind.
- Set the password and player cap. Never exceed the documented
max_playerslimit of 8. - Choose vehicle and AI limits appropriate to the group, then test with a small number of players before raising them.
- Set the dedicated connection and query ports, record them for the router and firewall, and confirm they are unused.
- Enter the server logon token without sharing it publicly.
- Add only trusted SteamID64 values to the known-player/moderator section.
- Save the file as plain text in the same server home directory and start the server again.
Launch commands and separate multiple instances
The executable can be started directly. These parameters make the file locations explicit:
-homedir "<server home>"selects the directory containing the instance’s configuration and generated package files.-server "<server packages file>"points to the package definition when it is not in the default location.-server_cfg "<server config file>"points to a particularserver_config.sii.-nosingleis used for a non-single-instance setup.
For two or more servers, create a separate home directory for every instance. Give each instance its own package file set, configuration file, connection port, query port, and logon token. Do not rely on filenames alone: write down the directory, ports, token owner, and intended game (ETS2 or ATS) for each instance. Start and stop one instance at a time while testing so a port or package mistake is easy to identify.
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Make the server reachable and visible
The dedicated server does not perform NAT punching. SCS’s documented requirement is a public IP address or port forwarding for the server to appear in the normal session browser.
- Assign the host a stable address on the local network, preferably through a DHCP reservation.
- Forward the configured connection and query dedicated ports from the router’s public interface to that host’s local address.
- Allow the same ports through the host operating system’s firewall for the server executable.
- If you run multiple instances, create a distinct forwarding and firewall rule for each port pair.
- Restart the server after changing ports, then test from a connection outside your home network.
A server behind NAT may still be reachable through the game’s direct-search function even when it does not appear in the normal browser. That behavior does not remove the need to configure the ports correctly for public listing. Carrier-grade NAT, a blocked inbound port, or a changing public address can prevent browser visibility even when the process itself is running normally.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Add moderators through the known-player list
Use the moderator or known-player section of server_config.sii to enter each administrator’s SteamID64. SCS describes this list as the mechanism that grants listed players admin controls and moderation options.
- Ask each administrator for the correct 64-bit Steam identifier and verify it before adding it.
- Add the value in the moderator/known-player entry format already present in the generated configuration.
- Save the file and restart the server; configuration changes are not assumed to apply to an already running process.
- Have the moderator join and confirm that the expected controls appear.
Keep this list short. Anyone included receives administrative capability, so remove former staff promptly and protect the configuration backup that contains the identifiers.
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Handle DLC and mods correctly
The dedicated server does not need additional DLC or mod data installed locally in the same way a player does. The exported package files carry the map, DLC, and mod configuration needed by the server. The server itself cannot access the Steam Workshop, so it cannot automatically discover or update Workshop content.
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- Generate the package files from the intended game version and content set.
- Make sure every client has compatible versions of required map or gameplay mods.
- Regenerate and redeploy both package files after changing the selection.
- Keep a known-good pair so you can roll back quickly if a new mod or game update prevents startup.
Do not assume that installing a mod on the dedicated-server machine makes it available. The package export and the clients’ matching content determine what the session can use.
Verify the installation before inviting players
- The server launches without reporting a missing
server_packages.siiorserver_packages.dat. - The lobby name, description, welcome message, password, and player cap are the values you intended.
- The connection and query ports are unique, forwarded, and allowed by the firewall.
- The logon token is present and has not been reused by another instance.
- A local test confirms that the server process remains running after a client joins.
- An external-network test confirms browser visibility, or confirms that direct search is the expected access method behind NAT.
- Each moderator can join with the Steam account whose SteamID64 was entered.
- A backup exists for the configuration and the package-file pair before you update the server.
Troubleshoot common failures
| Symptom | Likely cause | Action |
|---|---|---|
| Server exits immediately | Package files are missing, mismatched, or in a different home directory from the one selected at launch. | Confirm both generated files exist together, check -homedir, and export a fresh pair if the game content changed. |
| Server runs but is absent from the browser | NAT, missing port forwarding, blocked firewall rules, or an unreachable public address. | Forward both dedicated ports, allow them through the firewall, and test from outside the local network. Use direct search as a diagnostic. |
| One instance works and a second does not | Port or logon-token collision, or both processes sharing the same home directory. | Give the second instance its own home, package/config files, connection port, query port, and token. |
| Players cannot join after an update | Server and clients are on incompatible versions or the package set references changed content. | Update deliberately, regenerate the package files with the matching normal-game version, and have clients update the same content. |
| Mods are not available | The dedicated server cannot fetch Workshop data, or the export does not include the intended mod selection. | Regenerate with the normal game, deploy both files, and verify that clients have compatible mod versions. |
| Moderator has no controls | Wrong SteamID64, malformed entry, or the server was not restarted after editing. | Verify the identifier, preserve the generated entry syntax, restart, and test with that exact Steam account. |
| Players see a different lobby identity | An alternate configuration or home directory is being loaded. | Check the full launch command, -server_cfg, and -homedir; edit the file that process actually reads. |
Operate the server safely over time
Treat the package files and configuration as deployable server state. Before a game or dedicated-server update, copy the complete instance directory and record the current app version, ports, and token assignment. Update during a planned outage, start the process, and perform a join test before announcing that the server is available.
Use a service account with only the permissions needed to run the server, restrict inbound firewall rules to the required ports, and avoid publishing the logon token. Keep passwords and administrator SteamID64 lists out of public documentation. If uptime matters, configure an external monitor or a supervised restart process, but do not let automatic restarts hide a persistent package or port error.
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