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This guide covers a private LAN server and an internet-visible server, explains the settings that are reasonably established, and identifies values that must be checked in the file your server actually generated.
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You need the dedicated-server installation, access to the computer or rented machine that will run it, permission to change its firewall and (for internet play) router settings, and the Steam IDs of anyone who should have owner privileges. Keep the server’s world data backed up before making changes.
- Dedicated-server files: The configuration is created at first launch; it is not guaranteed to exist immediately after installation.
- Administrative access: Windows firewall changes and router port forwarding normally require an administrator account.
- A backup location: Copy the complete server data directory, not only the configuration file, before changing a long-running world.
- Current generated keys: Use the names and structure in your own
dedicatedserver.cfgrather than copying an older text-based guide.
Generate and locate dedicatedserver.cfg
- Install the Sons of the Forest dedicated server on the machine that will host the world.
- Start the server once and allow it to finish its initial setup. The first launch creates the default configuration and supporting files.
- Stop the server cleanly before editing. This prevents the running process from overwriting your changes and gives you a known starting point.
- On Windows, check
C:Users<user>AppDataLocalLowEndnightSonsOfTheForestDSdedicatedserver.cfg. The<user>portion is the Windows account that launched the server. - If you used the command-line
-userdatapathargument, look in the directory supplied by that argument instead. The override changes where the server keeps its user data and configuration. - Back up the entire directory that contains the configuration, saves, and other generated data. Give the backup a date or version name so you can restore the previous world if a change causes a problem.
If the file is missing, launch the server again rather than creating a blank file by hand. A blank or hand-written file may omit required keys and does not establish which schema your installed build expects.
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Keep the file as JSON
dedicatedserver.cfg is JSON. It is not the older INI-like format shown in many community posts, where settings appear as lines such as serverName My Server Name. Do not mix those formats.
Preserve quotation marks around string values, commas between properties, braces, brackets, and the capitalization already present in the generated file. One missing comma or an extra quotation mark can make the configuration unparsable and prevent the server from starting. Edit an existing property wherever possible instead of pasting a complete configuration from another game version.
A practical editing sequence is:
- Make a backup copy.
- Open the generated file in a text editor that does not add rich-text formatting.
- Change one related group of values at a time.
- Save, close, and check that the file still contains valid JSON syntax.
- Start the server and test the result before making another group of changes.
Set the server name, player limit, password, and visibility
The following keys are the core access settings. Where guides disagree, the value in the file generated by your server should take precedence.
| Key | Purpose | What is established |
|---|---|---|
ServerName |
Name shown in the server list | Accepts a string. The generated file determines the exact spelling and placement. |
MaxPlayers |
Maximum simultaneous players | Guides report an integer from 1 to 8. Reported defaults conflict: one says 8 and another says 4. |
Password |
Join password | An empty value leaves the server open; a value makes joining require that password. Guides report a maximum of 40 characters. |
LanOnly |
LAN-only visibility | true restricts the server to the local network and hides it from the internet server list. |
Choose a server name
Set ServerName to a name your group can recognize. It controls the displayed name, not the machine’s Windows name or the address players use to connect. Keep the value as a JSON string and retain the key’s existing capitalization.
Choose the player cap
Set MaxPlayers to an integer between 1 and 8, subject to the limit supported by your current build. Because published examples disagree about whether the default is 4 or 8, do not infer the default from a tutorial. Open your generated file and change only the number if you need a different cap.
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Protect a private internet server
A non-empty password makes the server private at the join prompt. Most guides call the key Password, while some call it ServerPassword. Use the property already present in your generated file; adding a second, differently named property can leave the real setting unchanged. The reported limit is 40 characters, but confirm that limit against the file or build you are running.
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Set LanOnly to true when everyone is on the same local network. LAN-only mode hides the server from the public internet list and normally does not require router port forwarding. The host firewall still has to allow the game, and a Windows network profile set to Private is appropriate for a trusted home network. Do not expose a LAN-only server to the internet by forwarding ports unless you deliberately change the design.
Save slots and gameplay settings
Several less common properties appear in guides, but their details are less consistent. Treat them as version-sensitive and preserve the structure supplied by your own file.
SaveSlot
One guide describes SaveSlot as selecting slots 1, 2, or 3, with each slot representing a separate world. If your generated file contains this property, select the slot number that corresponds to the world you intend to run. Back up the complete data directory before switching slots so you can return to the previous world without guessing which files belong to it.
SaveInterval
An example configuration shows SaveInterval set to 600, but the unit is not established. Do not assume that 600 means seconds, minutes, or ticks without checking the behavior of your build. Keep the generated value unless you have a clear reason to change it, and verify that the world saves as expected after the server starts.
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GameMode and custom settings
Guides describe GameMode values such as Normal, Hard, and a custom mode. Capitalization varies between examples, so copy the spelling used by the generated file. Custom mode settings are reported inside a CustomGameModeSettings block. A separate GameSettings block can apply to any mode; an example is Gameplay.TreeRegrowth. Do not invent a block or property that your file does not contain. If a patch changes the schema, an older custom block may be ignored or may stop parsing the file.
Performance-related properties
Some guides show IdleTargetFramerate set to 5 and ActiveTargetFramerate set to 60. These are example values from a single source, not universal defaults. Other properties, including SkipNetworkAccessibilityTest, LogFilesEnabled, and IdleDayCycleSpeed, appear in some guides and are absent from others. Treat them as unverified optional settings: only edit them when the generated file for your version includes them and you understand the effect.
Open the required UDP ports
For an internet-visible server, allow these default UDP ports through the host firewall and forward them from the router to the server computer:
| Port | Reported role | Configuration label seen in guides |
|---|---|---|
| 8766/UDP | Game traffic | GamePort |
| 27016/UDP | Steam query and server listing | QueryPort |
| 9700/UDP | BlobSync traffic | BlobSyncPort |
Port names are not perfectly consistent in community material. Some guides call the game port ServerPort and show placeholder numbers. Use the key and number present in your generated configuration, not a copied placeholder.
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- Identify the host computer’s local address and give it a stable local address through your router’s DHCP reservation or equivalent feature.
- Create UDP forwarding rules for 8766, 27016, and 9700 to that host, unless you intentionally changed a port in the configuration.
- Create matching inbound firewall rules on the host. Allow the dedicated server executable, or allow the same UDP ports explicitly.
- If you change any port in
dedicatedserver.cfg, change the router and firewall rules to the same number. A mismatch can make the server start locally while preventing listing or joins. - Start the server and check whether it appears in the intended server list. Test from a different network when possible; a local test alone may not reveal an internet forwarding problem.
For LAN-only play, skip router forwarding. The firewall requirement remains, because Windows can block local traffic even when no internet access is involved.
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Server address and bind values
A comment on one community guide suggested leaving the server IP at 0.0.0.0, but that advice is not independently verified. Unless your generated configuration or authoritative documentation instructs you to change the bind address, leave the existing value untouched. Changing it arbitrarily can bind the server to the wrong interface.
Give owners administrative access
Use ownerswhitelist.txt for owner Steam IDs. Add one Steam ID per line. Do not put several IDs on one line, add commas, or replace the IDs with display names.
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- Find
ownerswhitelist.txtin the server’s generated data directory. - Open it as plain text.
- Enter each owner’s Steam ID on its own line.
- Save the file without adding formatting or comments.
- Stop and start the server before testing the owner account. A restart after configuration changes is the safest procedure even though the exact reload requirement is not consistently documented.
Use the same data path that contains the active dedicatedserver.cfg. If you launched with -userdatapath, placing the whitelist in a different default directory will not affect the running instance.
Apply changes safely
There is no consistently confirmed statement about which individual settings reload while the process is running. Treat edits as startup configuration: stop the server, save the file, and start it again. This also avoids changing a world while it is being written.
- Announce a maintenance window to players.
- Stop the server normally and wait for the process to exit.
- Copy the complete data directory to a dated backup location.
- Edit the JSON and, if needed,
ownerswhitelist.txt. - Check that changed port numbers match firewall and router rules.
- Start the server.
- Join with a normal player account and, separately, test an owner account if you changed the whitelist.
- Confirm the displayed name, password prompt, player cap, visibility, and selected world before inviting the whole group.
Working configuration patterns
Private LAN world
- Set
LanOnlytotrue. - Set a recognizable
ServerName. - Leave
Passwordempty only if every device on the LAN is trusted; otherwise set a password. - Allow the game through the host firewall and use a Private Windows network profile.
- Do not create internet router forwarding rules.
Password-protected internet world
- Leave
LanOnlydisabled according to the boolean value already used by the generated file. - Set a non-empty password using the file’s existing password key.
- Forward and allow UDP 8766, 27016, and 9700, or the replacement numbers you configured.
- Set
MaxPlayersdeliberately instead of relying on the conflicting published defaults. - Test from outside the host’s LAN before distributing the server name.
Separate worlds for different groups
- Use different
SaveSlotvalues if that property exists in your generated file. - Back up the entire data directory before switching.
- Record which slot belongs to which group; the slot is reported to represent a separate world.
Troubleshoot the common failures
The configuration file does not exist
Start the dedicated server once, allow initialization to finish, stop it, and check the default path again. If you supplied -userdatapath, inspect that custom directory instead. Searching only the default location can make a valid installation appear to be missing its configuration.
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The server will not start after an edit
Restore the backup and compare the changed lines. Look first for a missing comma, mismatched quotation mark, invalid Boolean spelling, or a value copied from the old plain-text format. If the file starts successfully after restoration, reapply one change at a time using the keys already present in the generated file.
The server runs but is not listed publicly
Check that LanOnly is not enabled, then verify UDP 27016 and 8766 in both the configuration and the firewall/router rules. Also check that you did not edit a configuration in a directory different from the active -userdatapath. Listing can fail even when the game process itself is running if the query port is blocked.
Players cannot connect from outside the LAN
Confirm all three UDP forwards, not only the game port. Verify that each forward targets the current host address and that the host firewall allows the same ports. If you changed a port in the JSON, update every corresponding network rule. Test from another network to avoid misleading results caused by a router that does not support local loopback connections.
LAN players cannot connect
Make sure the host firewall permits the server on the Private network profile. Confirm that clients are actually on the same local network and that LanOnly is enabled if you intend to hide the server from the internet list. Router forwarding is not a substitute for a local firewall exception.
The wrong world loads
Check SaveSlot and the directory selected by -userdatapath. A slot change selects a different world according to one guide, while a data-path change can make the server read a completely different set of saves. Stop the server and restore the backup before experimenting further.
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An owner account has no owner privileges
Verify the Steam ID rather than the account’s display name, put exactly one ID on each line of ownerswhitelist.txt, and make sure the file is in the active data directory. Stop and restart the server after saving it.
A setting is ignored after an update
Open the newly generated configuration and compare its keys with your backup. Patches can add, remove, rename, or change the capitalization of properties. Reapply only settings that the current file supports; do not assume an older custom block or port label remains valid.
Maintenance after the first setup
- Back up before every significant change: Include the world data and supporting files, not only
dedicatedserver.cfg. - Recheck after patches: Game updates can change configuration keys and defaults. Compare the file generated by the updated server with your saved copy.
- Keep network rules synchronized: Record the active game, query, and BlobSync ports so a later edit does not leave the router and firewall out of step.
- Document ownership: Keep a private list of the Steam IDs in
ownerswhitelist.txtand remove IDs that should no longer administer the world. - Test after maintenance: Verify one ordinary join and one owner join after changing access, ports, or save selection.
Configuration reference and confidence notes
The table below separates reasonably consistent behavior from details that vary between guides. It is intentionally not a replacement for the file generated by your installed server.
Quick Recap
| Setting | Reported behavior | How to handle uncertainty |
|---|---|---|
ServerName |
Displayed server-list name; accepts a string. | Use the generated key and keep the value quoted. |
MaxPlayers |
Integer 1–8. | Defaults are reported as both 4 and 8; choose explicitly. |
Password / ServerPassword |
Non-empty value requires a password; empty value is open. A 40-character limit is reported. | Use only the password key already present. |
LanOnly |
Boolean LAN-only visibility. | Set the Boolean using the existing syntax; LAN play generally needs no forwarding. |
SaveSlot |
Reported values 1–3, each a separate world. | Low-confidence, version-sensitive; back up before switching. |
SaveInterval |
Example value 600; units not confirmed. | Do not infer units from the number alone. |
GameMode |
Examples include Normal, Hard, and custom. | Capitalization differs; copy the generated spelling. |
CustomGameModeSettings |
Reported container for custom-mode settings. | Use only when present in the current file. |
GameSettings |
Reported as applying to any mode; example Gameplay.TreeRegrowth. |
Treat individual gameplay keys as version-sensitive. |
IdleTargetFramerate / ActiveTargetFramerate |
Examples 5 and 60. | Single-source examples, not confirmed defaults. |
SkipNetworkAccessibilityTest, LogFilesEnabled, IdleDayCycleSpeed |
Present in some guides and absent in others. | Do not add them unless the generated file supports them. |
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