To host a Palworld server that can accept Steam, Xbox, PS5 and Mac players, install the dedicated server, set CrossplayPlatforms=(Steam,Xbox,PS5,Mac) in PalWorldSettings.ini, launch it with -publiclobby, and forward UDP port 8211. Set a reachable PublicIP and the external PublicPort; UDP 27015 may also improve community-list visibility.
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Console discovery is less flexible than PC direct-connect. Xbox and PS5 players generally find dedicated servers through Palworld’s in-game community server list, while Mac support is listed by third-party setup guides but has no Mac-specific or official Pocketpair procedure confirmed here. Keep the server and every client on the same game version, and test with an account on each platform before inviting a group.
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What a Palworld crossplay server actually requires
A crossplay server is a Palworld dedicated server whose platform allow-list includes every edition you want to admit. The setting that controls this is CrossplayPlatforms; it is separate from the server’s name, player limit and network ports.
You also need a server that can be reached from the internet. A correct crossplay setting does not make a server discoverable by itself. The process has three independent parts:
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- The dedicated-server installation and configuration file must be correct.
- The server must advertise itself with
-publiclobbyand a valid public address. - Your router and firewall must pass the required UDP traffic.
All three should be checked before diagnosing a platform-specific join problem.
Prerequisites and version checks
Install the dedicated server
Install Palworld’s dedicated server on a Windows or Linux machine that will remain online. The configuration file is located at:
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- Windows:
Pal/Saved/Config/WindowsServer/PalWorldSettings.ini - Linux: the corresponding
LinuxServerfolder underPal/Saved/Config
Make a backup of the file before editing it. If the server has already generated a settings file, edit that generated file rather than creating a second file in a similarly named directory.
Put every player on the same game version
The dedicated server and every connecting client should be fully updated to the same version. A version mismatch can look like a networking failure even when the ports and crossplay list are correct.
Older instructions sometimes tell Steam users to select a crossplay_beta branch. Those instructions are considered obsolete by newer setup guides. Do not place the server or a client on that branch unless current Pocketpair documentation specifically requires it.
Third-party guides disagree about when full crossplay became available: one dates it to the 1.0 launch, while another attributes it to version 0.5.0. That disagreement does not change the practical rule: update all components together and confirm the current requirements for the build you are running.
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Configure the platform allow-list
Allow Steam, Xbox, PS5 and Mac
Open PalWorldSettings.ini and set the crossplay list to:
CrossplayPlatforms=(Steam,Xbox,PS5,Mac)
Guides describe these four entries as the normal crossplay set and, in some versions, the default. Writing the value explicitly removes ambiguity when a server has been upgraded or copied from an older installation.
Restrict access to selected platforms
Remove any platform you do not want to admit. For example:
CrossplayPlatforms=(Steam,Xbox)
Use the exact platform names and punctuation shown by the server’s current configuration format. An older key called AllowConnectPlatform appears in legacy instructions; current troubleshooting guidance identifies that name as outdated. If your file contains only the old key, check the settings generated by the current server build instead of assuming the legacy option still controls access.
Save and restart
Stop the dedicated server before saving changes, then start it again. A running process normally will not apply an edited platform list until it has reloaded its configuration.
Give the server an identity and public address
Set the server’s display name and the values used by the community listing. The exact spelling of the setting names matters:
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| Setting | What to enter | Why it matters |
|---|---|---|
ServerName |
A distinctive name players can recognize | Identifies the server in the community list and during direct-connection instructions |
PublicIP |
The public internet address that outside players should reach | An empty value is commonly reported as the reason a self-hosted server never appears, even when advertising is enabled |
PublicPort |
The externally reachable port advertised to clients | Used for community-list information; it does not itself change the server’s local listening port |
Use the address that is reachable from outside your home or hosting network, not a private address such as 192.168.x.x or 10.x.x.x. If your internet connection changes addresses, update the setting and your forwarding rule when necessary.
Launch the server with community discovery enabled
Add -publiclobby to the dedicated-server startup arguments. This flag is described as registering the server in Palworld’s in-game community list, which is especially important for console players.
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PalServer.exe -port=8211 -players=32 -publiclobby
The example uses the commonly documented game port and a 32-player limit. Keep your own player limit if it differs; the crossplay requirement is the -publiclobby flag and a port that matches your firewall and forwarding rules.
After startup, allow several minutes for the listing to appear. If it remains absent, do not keep changing unrelated settings: verify the public address, advertised port and UDP forwarding first.
Open and forward the necessary ports
Game traffic: UDP 8211
Forward UDP port 8211 from your router to the machine running the dedicated server, and permit the same traffic in that machine’s firewall. Opening TCP 8211 alone is not sufficient; guides specifically warn that a TCP-only rule leaves the server invisible or unjoinable.
Query traffic: UDP 27015
One set of setup instructions lists UDP 27015 as the Steam query port needed for server-list visibility. Another describes it as helpful for browser visibility but unnecessary when a player connects directly. Treat it as an additional discovery aid rather than a substitute for UDP 8211. If your server does not appear after the primary port is configured, forwarding UDP 27015 to the same host is a reasonable test.
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| Port | Protocol | Role | How to treat it |
|---|---|---|---|
| 8211 | UDP | Game connection and server listening port | Required; forward and allow it |
| 27015 | UDP | Steam query/community-browser visibility | Conflicting guidance; test it when listing discovery fails, while direct connection may work without it |
When a router has separate internal and external-port fields, map the advertised external port to the server’s actual listening port as configured. Remember that PublicPort describes what is advertised; it does not silently reconfigure the process listening on 8211.
How players find and join the server
Steam
Steam players can use the community server list when the server is advertising successfully. Direct connection may also work when the address and game port are known, which is useful for testing whether the problem is discovery rather than connectivity.
Xbox and PS5
Console players usually rely on Palworld’s in-game community server list to find a dedicated server. Some guidance says the list is required; other guidance is less absolute. Because those accounts cannot be assumed to have the same direct-connect options as Steam, test with an Xbox account and a PS5 account before publishing join instructions.
Mac
Mac is included in the same CrossplayPlatforms set as Steam, Xbox and PS5 in the available setup guidance. No Mac-specific dedicated-server procedure or official confirmation of Mac behavior is established here. Treat a successful Mac connection as something to verify on the exact client and server versions you operate, not as a guarantee based solely on the configuration line.
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A platform-by-platform verification test
Run this test after the server has restarted and the listing has had time to propagate:
- Confirm the server process is running and listening on the configured game port.
- From a Steam account, locate the server in the community list or attempt the documented direct connection.
- From an Xbox account, search the in-game community list for the exact
ServerName. - Repeat the search from a PS5 account.
- Repeat from the Mac client you intend to support.
- Have each test player create or join a character and remain connected long enough to rule out a listing-only success.
If Steam works but both consoles fail to find the server, focus on -publiclobby, PublicIP, the advertised port and UDP forwarding before changing the platform list. If one platform fails while the others work, compare that client’s version and check that its platform name is present in CrossplayPlatforms.
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Troubleshoot a server that is missing or unjoinable
The server does not appear in the community list
- Wait a few minutes after startup; listing registration is not necessarily immediate.
- Check that
-publiclobbyis present in the actual startup command or service definition. - Fill in
PublicIP; an empty value is frequently identified as the cause of a missing listing. - Verify that
PublicPortmatches the externally advertised mapping. - Confirm that UDP 8211 is forwarded to the correct host and allowed through its firewall.
- If visibility is still inconsistent, test with UDP 27015 forwarded as well.
The server appears but players cannot join
Check the difference between a listing problem and a game-traffic problem. A server can be visible through query traffic while UDP 8211 is blocked. Recheck the destination address, the router’s forwarding target and the host firewall rule for UDP 8211. Confirm that the server process is using the same port named in the forwarding rule.
One platform is rejected
Inspect CrossplayPlatforms for spelling, commas and the intended platform entry. Replace a legacy AllowConnectPlatform instruction with the current key format used by your server build. Then restart and retest with a newly updated client.
Players connect but the game reports a version problem
Update the dedicated server and the affected client to the same release. Remove obsolete beta-branch selections and restart both sides. Do not use a successful connection from one platform as proof that every other platform is on a compatible build.
Characters, worlds and cross-platform saves
Crossplay joins platforms to the same multiplayer world; it does not merge a character’s progression between worlds or platforms. A character created on one platform does not transfer automatically to another platform, and dedicated servers generally require a separate character tied to that server.
Tell players to expect a new server-specific character when they first join. This prevents the common mistake of treating a missing character as evidence that crossplay itself is broken.
Administration and remote control
Console administrators
With crossplay enabled, one administration guide reports that console players cannot be granted admin actions by using a Steam ID. Plan administrative access around the identity and tools supported by the current server build rather than assuming a console account has a Steam identifier.
RCON uncertainty
Guidance conflicts on RCON. One source describes TCP 25575 as essential, while another calls that interface deprecated and recommends the REST API instead. Do not expose TCP 25575 solely because an older tutorial lists it. Check the documentation for the exact server version and administration method you run, then open only the interface that version supports.
Operational checklist before inviting players
PalWorldSettings.iniis in the correct WindowsServer or LinuxServer directory.CrossplayPlatformsexplicitly contains every intended platform.- The server and all test clients are on the same current version.
ServerName,PublicIPandPublicPortare populated consistently.- The startup command includes
-publiclobby. - UDP 8211 is forwarded and allowed; UDP 27015 has been tested if list visibility is unreliable.
- At least one Steam, one Xbox and one PS5 account have completed a join test; Mac has been tested if it is part of your group.
- Players understand that their characters are specific to this server and do not migrate automatically.
- Administrative access uses a method confirmed for the current build, not an obsolete RCON assumption.
The dependable baseline is therefore explicit platform configuration, public-list advertising, UDP 8211 forwarding and same-version clients. Discovery details for consoles, Mac compatibility, UDP 27015 and administration interfaces remain version-sensitive, so validate those items on the build you actually host before treating the server as ready for a larger group.
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