The Tool Desk
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What the error actually means
A 7 Days to Die server exposes more than one kind of network service. The game connection carries play traffic, while a query or rules request supplies status information used by Steam’s browser and favorites list. The error appears when the client cannot obtain that information. It does not, by itself, prove that the save is damaged.
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- The server process is offline, still starting, or still generating or loading the world.
- The client and server are on different game versions.
- The client is using the wrong game, advertised, or query port.
- The server computer’s firewall blocks the executable or required traffic.
- The router, NAT arrangement, or Steamworks TCP rules request cannot reach the server.
These causes can look identical in the browser, so change one layer at a time. A successful LAN connection proves only that the local path works; it does not prove that an Internet player can reach the server.
Read the symptom before changing settings
The server is not reachable by any method
Do not begin with port forwarding if the process has not completed startup. Check the server console or service status, wait until world generation and loading have finished, and then confirm the client and server versions. A server that is still starting can reject or fail a query even when its window is visible.
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Direct IP works, but Steam favorites fails
This split result is a distinct diagnostic branch. If you can connect directly with the server’s IP and game port, the game service is reachable. Check the advertised server address, the query-port value, and the Steam browser path. A failed Steam rules request can prevent listing or favorites from working while direct play remains possible.
Players on the same LAN can join, but an outside friend cannot
Local success verifies the server and local routing, not Internet reachability. The outside path may encounter a missing router rule, double NAT, carrier-grade NAT, or a router that does not support NAT loopback. Test from a genuinely external network instead of using two devices on the same home connection.
Only one remote player fails
When other Internet players can join, compare the failing player’s network and security software with a working player’s setup. The server-side ports may be correct, while the individual player’s network blocks the browser or game traffic.
What you need before troubleshooting
Have the server computer available, administrator access to its firewall, and administrator access to the router that owns the public WAN address. You also need the exact client and server build numbers, the server’s LAN address, and a copy of serverconfig.xml. If a hosting panel manages the instance, record the panel’s game, query, browser, and advertised-address fields before changing anything.
Keep a short test log. For each attempt, note the time, the address and port used, whether the test was from LAN or the Internet, and the result. This prevents a successful temporary change from being lost and makes it easier to tell whether a later failure is caused by a new server build, a changed LAN address, or a router rule that was edited incorrectly.
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Port roles and the values commonly used
Record the values in serverconfig.xml or in your hosting panel before opening anything. Installations can use non-default ports, and a router rule aimed at an assumed port will not help if the server is configured differently.
| Purpose | Protocol | Common value | How to interpret it |
|---|---|---|---|
| Game connection | TCP | 26900 | Use the actual configured game port for direct connections. |
| Gameplay range commonly cited for the default setup | UDP | 26900–26903 | Forward the full cited range when the server uses the defaults. |
| Steam query | TCP | Game port + 2 | With a 26900 game port, the cited joining guide maps the query port to 26902. |
The query-port formula is a guide for the stated default arrangement, not permission to ignore an explicit value in your configuration or control panel. If your panel advertises a separate browser or query port, use that value consistently in the server, router, firewall, and Steam entry.
Example of a consistent port map
Suppose serverconfig.xml uses game port 26900 and the standard query calculation. The server computer should receive TCP 26900 for the game service, UDP 26900 through 26903 for gameplay, and TCP 26902 for Steam’s rules query when that query is exposed separately. The external port, internal port, protocol, and destination LAN address should match in the router rule. The host firewall must allow the same traffic, and the Steam favorite must use the externally reachable address with the query value, not an arbitrary port copied from the game connection.
If you change the game port, recalculate the cited query value only as a starting point, then check whether your installed build or hosting panel explicitly defines another browser port. Never forward a range simply because it worked for someone else’s installation.
A seven-day troubleshooting plan
Day 1: Confirm the server state and version
- On the server computer, verify that the dedicated-server process is running.
- Watch the startup output until world generation or loading has completed. Do not test while the process is still doing this work.
- Check the installed game version on the client and dedicated server. They must match before network troubleshooting is meaningful.
- Retry the connection after startup with no other setting changes. If it now works, the original message described a server that was not ready.
If the process exits, repeatedly restarts, or never reaches a completed world load, solve that server-state problem first. Port changes cannot make an offline service answer a query.
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Day 2: Record every configured port
- Open the server’s
serverconfig.xml, or the equivalent settings page supplied by a managed host. - Write down the game port and any query, browser, or advertised-port value.
- Compare those values with the address and port you enter for a direct connection and with the port used by the Steam server browser.
- For a default 26900 game port, test the cited query value of 26902, while still honoring any explicit custom setting.
Do not assume that the port printed in a hosting panel is the same as the game port. A server can be playable through one port while its browser information is requested through another.
Day 3: Allow the server through the host firewall
- On the computer running the server, open Windows Defender Firewall (or the equivalent Linux firewall).
- Create or verify an allow rule for the 7 Days to Die dedicated-server executable.
- Allow the configured TCP game/query traffic and UDP gameplay range. For the commonly cited defaults, that means TCP 26900 and UDP 26900–26903; include the separate query value when your configuration uses one.
- Apply the rule to the network profile used by the server and restart the server if the firewall software requires it.
A router rule and a host-firewall rule are separate controls. Forwarding traffic to the server’s LAN address does not automatically permit the operating system to accept it. If a temporary firewall test makes the server appear, replace the test with a narrow executable-and-port rule rather than leaving the firewall broadly disabled.
Day 4: Forward ports to a stable LAN address
- Identify the router that owns the public WAN address. If an ISP modem/router sits in front of your own router, determine which device is actually performing NAT.
- Give the server computer a stable LAN address, using a DHCP reservation or a fixed address supported by your network.
- On the Internet-facing router, forward the configured game port and required UDP range to that LAN address. With the common defaults, the cited moderator values are TCP 26900 and UDP 26900–26903.
- Add the query-port forwarding required by your configuration; in the default example, the query value is 26902.
- Save the rules, restart networking if the router requests it, and verify that the forwarding target is still the server’s current LAN address.
Forwarding to the wrong layer is common with double NAT. If the ISP device owns the public address and your second router owns the server’s private address, a rule on only the second device may never receive the incoming request. You may need coordinated forwarding or bridge mode, depending on the equipment and service.
Day 5: Test game and query paths separately
- From a client that is allowed to connect, use the server’s real external IP address and game port for a direct connection.
- Record whether direct play reaches the server.
- In Steam’s server browser or favorites entry, use the server’s advertised address and the correct query port.
- Compare the two results instead of changing several ports at once.
If direct IP succeeds but Steam favorites still reports missing information, concentrate on the query-port forwarding, advertised port, and Steam browser handling. Rebuilding the save or changing unrelated gameplay settings does not address this split result.
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Day 6: Separate LAN, Internet, and single-player cases
- Have a LAN player test while the server is running.
- Have a friend test from a different Internet connection, such as a mobile hotspot or another household.
- If LAN works and the external test fails, inspect NAT placement, public-address ownership, and forwarding rather than the game installation.
- If every external player except one succeeds, compare the failing player’s router, carrier, VPN, security software, and Steam network behavior with a successful player.
NAT loopback can make a home user appear to have a working public address because local clients are allowed to reach the internal server through the public name. That behavior is not proof that an outside network can enter. Carrier-grade NAT can also prevent inbound forwarding because the home router does not receive a unique public IPv4 address.
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Day 7: Test SteamNetworking and inspect logs
- Back up
serverconfig.xmlso you can restore the previous configuration. - Where the installed server version supports it, test the SteamNetworking setting shown in the Fun Pimps community discussion:
<property name="ServerDisabledNetworkProtocols" value=""/>. - Restart the server and repeat both the direct-IP and Steam-browser tests.
- If logs contain
Steamworks.NET ... Requesting rules from TCP failed, inspect firewall, router, NAT, and security-software connectivity before changing unrelated options. - If the workaround changes behavior, keep the backup and document the working value so a later update can be compared safely.
This is a protocol test, not a substitute for a running server, matching versions, or correct forwarding. A setting supported by one build may not be supported by another, so verify compatibility with the version you installed.
How to choose the right remedy
| Situation | First remedy | Why |
|---|---|---|
| Self-hosted server is offline or still loading | Finish startup and verify matching versions | No network rule can make an unready process answer. |
| Self-hosted server works on LAN only | Check stable LAN addressing, host firewall, router forwarding, and NAT layers | Local traffic can bypass the Internet-facing path. |
| Direct IP works but Steam browser fails | Verify query port, advertised port, and Steam rules path | The game service is reachable, but browser information is not. |
| Managed server has an unknown port layout | Use the panel’s actual game and query values | Managed instances may not use the common defaults. |
| Port forwarding is impossible because of provider NAT | Consider managed 7 Days to Die server hosting | A provider can remove home-router and carrier-NAT administration from your side. |
| Logs show Steamworks TCP rules failure after checks | Test SteamNetworking with a configuration backup | It may isolate a protocol-handling issue without discarding the world. |
Self-hosting versus managed hosting
Self-hosting gives you control over the save, ports, firewall, and update timing, but you must administer the router, maintain a stable LAN address, and diagnose NAT or provider restrictions. A managed 7 Days to Die server hosting service shifts those network tasks to the provider and may be the practical choice when carrier-grade NAT or locked-down ISP equipment prevents forwarding. The tradeoff is a recurring service charge and dependence on the host’s panel and supported port layout. Whichever option you choose, obtain the actual game and query values rather than assuming 26900 and 26902.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Common mistakes that prolong the outage
- Opening only the router: the operating system can still reject the packet.
- Opening only the firewall: packets may never be forwarded from the public interface to the server.
- Forwarding to a changing LAN address: a DHCP renewal can silently point the rule at the wrong machine.
- Using the game port as the query port: the browser may need game port plus two in the cited default arrangement.
- Testing only from inside the home: NAT loopback can hide an external-access failure.
- Changing several settings simultaneously: you lose the ability to identify which layer fixed or broke the connection.
- Ignoring version mismatch: network tests are inconclusive while client and server builds differ.
- Assuming defaults: a custom port in
serverconfig.xmlor a hosting panel overrides the common examples. - Leaving a broad firewall exception: replace temporary tests with rules limited to the server executable and required ports.
- Editing without a backup: copy
serverconfig.xmlbefore testing SteamNetworking. - Forwarding on the wrong router: a rule on an internal router cannot help if the upstream ISP device owns the public address.
- Treating a browser failure as save corruption: a query-path problem can leave direct gameplay fully usable.
When the error remains after all seven days
At that point, write down the exact server version, client version, configured game port, configured query port, LAN result, external result, and the router that owns the public address. Include whether direct IP works and copy the relevant Steamworks rules-request error from the log. This record separates a server-state issue from a query-path issue and gives a host or network administrator enough detail to reproduce the failing branch without repeatedly changing the world or unrelated settings.
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Why does 7 Days to Die say “Could not retrieve server information”?
The client cannot obtain the server’s query or rules response. The server may still be starting, the versions may differ, the game or query port may be wrong, the host firewall may block traffic, or the router/NAT path may be failing.
Why can I connect by direct IP but not through Steam?
Direct IP tests the game service, while Steam also needs the advertised address and query port. Verify the query value, forwarding, firewall rule, and Steam browser entry; with a 26900 game port, the cited default query value is 26902 unless your configuration says otherwise.
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Which ports should I forward for a 7 Days to Die dedicated server?
Use the values in your configuration. The commonly cited defaults are TCP 26900 and UDP 26900–26903, with Steam queries commonly using game port plus two, or TCP 26902 when the game port is 26900.
Why can local players join while my friend outside the network cannot?
LAN traffic can avoid the public Internet path. Check the public-address router, stable LAN address, forwarding, double NAT, carrier-grade NAT, and test from a genuinely external connection.
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Usually, yes. Router forwarding sends traffic to the server computer; the host firewall must also allow the executable and required TCP/UDP traffic.
Should I edit ServerDisabledNetworkProtocols immediately?
No. First confirm startup, matching versions, ports, firewall, and NAT. Back up serverconfig.xml, then test <property name="ServerDisabledNetworkProtocols" value=""/> only if the installed server version supports it and logs indicate a Steamworks rules-request problem.
The Bottom Line
Start with server readiness and matching versions, then map the actual game and query ports, allow them through the host firewall, and forward them to a stable LAN address on the router that owns the public connection. Use direct IP and Steam as separate tests. If LAN works but the Internet does not, investigate NAT layers; if direct IP works but Steam fails, focus on the query path. Back up the configuration before testing SteamNetworking, and consider managed hosting when provider NAT or router administration makes self-hosting impractical.
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