The Tool Desk
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What “without port forwarding” means
Traditional Terraria hosting asks your router to forward an internet-facing port to the computer running the server. That approach is unavailable or undesirable when the router is locked down, the connection uses carrier-grade NAT (CGNAT), or you simply do not want to expose a home-network rule.
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A relay changes the path rather than the Terraria server. Your computer still runs the vanilla Terraria or tModLoader dedicated server and listens on a local port. A relay agent makes an outbound connection to a relay service. Friends connect to the relay’s public endpoint, and the relay carries that traffic back through the agent to your local server. No inbound rule is added to the router.
A virtual-LAN VPN takes a different approach: it places every participant on a private software network. Friends connect to the host’s VPN address as if they were on the same LAN. Steam Host & Play can sometimes arrange the connection for a small group, but the cited configuration documentation does not promise that it will traverse every NAT or platform restriction.
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Which method fits your group?
| Method | Who installs software? | Works when inbound forwarding is unavailable? | Home IP exposure | Mod compatibility | When the world is available |
|---|---|---|---|---|---|
| Relay tunnel (Playit) | Only the host runs the relay agent; players use Terraria’s normal IP-join screen. | Designed for hosts behind router restrictions and CGNAT because the host makes an outbound agent connection. | Players receive the relay endpoint instead of your router address. | Works with vanilla Terraria and tModLoader when the local server is configured correctly. | While both the Terraria server and relay agent are running. |
| Virtual-LAN VPN (Hamachi or Radmin VPN) | Every player installs the VPN software and joins the host’s private network. | The Terraria Dedicated Server documentation lists this as an alternative when a port cannot be forwarded. | Players connect to the host’s VPN address rather than a public game-server endpoint. | Works with vanilla and modded servers; all clients still need matching game or mod requirements. | While the host server is running and members remain connected to the VPN network. |
| Steam Host & Play | Players use Steam invitations or the game’s multiplayer flow. | May work for a small group, but NAT traversal is not guaranteed by the cited documentation. | Steam handles the invitation path; reliability depends on NAT and platform conditions. | tModLoader documents Steam support, including friends and private-lobby modes. | While the hosting session remains open. |
For friends joining from different networks, a relay is usually the least work for everyone else. A VPN is practical for a trusted, technically comfortable group that does not mind installing one client per player. If you need a world online around the clock, a VPS or managed host is a separate hosted-service decision; these three approaches all depend on the host computer staying online.
What you need before starting
- A host computer: It must stay on for the entire session and run the Terraria server process. Closing the server window ends the world session.
- Server files: Use the vanilla Terraria dedicated-server files for an unmodded world, or tModLoader dedicated-server files for a modded world.
- A world: Create or select the world before publishing the server. Keep a backup of the world file before major changes or mod updates.
- A local listening port: Terraria normally uses port 7777. You can choose another port in the server configuration, but record the number because the firewall and relay must use the same value.
- A host-firewall rule: The router can remain untouched, yet the operating system may still block incoming connections to the local server port.
- Matching versions for modded play: The server and every client need the same tModLoader version and the same mod set.
The documented default maximum for a Terraria server is 16 players. Actual playability depends on the host computer, the world, and the mods in use; no independent latency or performance figure is established here.
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Playit describes its service as a global proxy that lets you host without port forwarding and states that only the host runs the agent. The following sequence keeps the Terraria side local and publishes only the relay endpoint.
1. Install and configure the dedicated server
- Install the vanilla Terraria dedicated server or the tModLoader dedicated-server files on the host computer.
- Start the server and create or select the world you want to host.
- Leave the port at 7777 unless another local service requires a change. If you change it, write down the replacement number.
First verify that the server works locally. A client on the host computer can join through Terraria’s multiplayer IP option using the local address and the selected port. This isolates Terraria configuration problems before the relay is introduced.
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2. Permit the local port through the computer firewall
Create an inbound firewall rule for the Terraria server executable or for the chosen TCP/UDP port, following the firewall’s profile and security policy. The exact rule interface differs by operating system, but the important value is the same port configured in Terraria. If the firewall prompt appears when you first launch the server, allow it on the network profile you intend to use.
Do not confuse this rule with router port forwarding. The rule permits the relay agent on the same computer to reach the local server; it does not open an unsolicited path from the public internet to your home network.
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3. Install the relay agent on the same computer
- Install the Playit agent on the computer running Terraria.
- Open the agent and create a Terraria tunnel.
- Set the tunnel’s local destination to the Terraria server’s listening port, normally 7777.
- Start or enable the tunnel and note the public endpoint and port it displays.
The agent must be able to make an outbound connection. A corporate, school, or security product that blocks the agent can prevent the tunnel from coming online even though the router is correctly configured.
4. Give players the relay address
Instruct friends to open Terraria Multiplayer → Join via IP and enter the relay hostname or address together with the relay port. They do not install or run the agent. Keep the endpoint private if you want a closed group; anyone who obtains it may be able to attempt a connection, so use Terraria’s server password where appropriate.
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5. Keep both processes running
The Terraria server process and the relay agent are separate. If either stops, the public endpoint no longer reaches the world. Start the Terraria server first, then start the tunnel so the relay can connect to an active local destination. When you finish playing, stop the server cleanly and then stop the agent.
Using a virtual-LAN VPN instead
The Terraria Dedicated Server documentation specifically suggests a VPN service such as Hamachi or Radmin VPN when a port cannot be forwarded. This method is straightforward for a small, trusted group, but every participant must install the VPN software.
- Install the same VPN client on the host and each friend’s computer.
- Create a private VPN network on the host and give friends the network name or invitation details.
- Wait until every player appears as connected in the VPN client.
- Start the Terraria dedicated server on the host, using port 7777 unless you selected another port.
- Have friends choose Multiplayer → Join via IP and enter the host’s VPN address with the Terraria port.
The host’s VPN address is not necessarily the address shown by the regular home network adapter. Friends must use the address assigned by the VPN client. If they can see the private network but cannot join Terraria, check that the operating-system firewall allows the server on the VPN adapter and that the server is listening on the same port they entered.
A VPN adds a client-install and account-management step for every player. Its traffic also takes the VPN’s route, so routing conflicts, blocked adapters, or additional latency can occur. Keep the VPN network limited to people you trust and remove members who no longer need access.
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Trying Steam Host & Play
For a small group already using Steam, try Terraria’s Steam invite or Host & Play flow before installing another service. tModLoader configuration documentation includes Steam support and friends/private-lobby modes, so this can be the quickest experiment for a modded or unmodded session.
Steam is not a guaranteed replacement for forwarding. NAT type, platform restrictions, privacy settings, and the current Steam session can all affect whether an invite succeeds. If friends cannot join or the lobby repeatedly disconnects, move to the relay procedure rather than repeatedly changing router settings. A VPN is the other fallback when every participant can install the same client.
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Modded hosting adds a compatibility requirement that networking tools cannot fix: the server and every player must use the same tModLoader version and mod files. A client with a missing, extra, or different-version mod may fail during connection even when the relay or VPN is working perfectly.
Install the server files
The official tModLoader Dedicated Server Utils documentation covers installation through SteamCMD or a GitHub release, unattended startup with serverconfig.txt, and mod installation. Choose one installation method and keep the server’s tModLoader build aligned with the clients’ build.
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Configure serverconfig.txt
Use serverconfig.txt to define the world path, maximum players, password, and port. Set the port to 7777 unless you deliberately chose another value, and make sure the relay or VPN connection points to that same port. The -noupnp startup option disables automatic UPnP attempts; use it when you want to prevent the server from trying to create an automatic router mapping.
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- Install the required mods on the server and on every client.
- Start tModLoader with the intended configuration and wait until the world is fully loaded.
- Confirm the local port shown by the server matches the value in the configuration.
- Start the relay tunnel or have VPN members connect.
- Test with one client before inviting the whole group.
When updating mods, stop the server, make the same changes on the clients, and restart. Do not diagnose a mod mismatch as a port problem until a client can connect to the server’s local or VPN address with the correct version set.
Troubleshooting connection failures
The relay says the local server is unreachable
- Confirm the Terraria or tModLoader server is running before the relay tunnel.
- Check that the tunnel destination uses the actual local port, not an old value left over from a previous configuration.
- Allow the server through the host firewall and verify that security software is not blocking the agent.
- Test a local connection first. If the host cannot join locally, fix the Terraria configuration before investigating the relay.
Friends can reach the endpoint but cannot enter the world
- Have every player use Join via IP and enter both the relay address and relay port exactly as displayed.
- Check the server password, player limit, and world state.
- For tModLoader, compare the tModLoader version and complete mod list on the server and each client.
- Verify that the host has not closed or suspended either the Terraria process or the relay agent.
A VPN member sees the network but not Terraria
- Use the host’s VPN-assigned address, not its ordinary LAN address.
- Permit the Terraria port on the firewall profile associated with the VPN adapter.
- Check that all players are shown as connected to the same private VPN network.
- Ensure the server is listening on the port the players entered; 7777 is the normal default.
Steam invitations fail
Restart the hosting session and verify Steam privacy and friend settings. If the failure persists, treat it as a NAT or platform limitation and switch to a relay or VPN. Do not assume that a successful Steam invitation on one network proves that it will work for every player.
Security, privacy, and uptime decisions
Protect the world and the endpoint
Use a Terraria password for a private group, keep the relay endpoint out of public posts, and grant VPN access only to people who should reach the server. A relay avoids handing players your home router address, while a VPN keeps connections inside the private network you create; neither removes the need to control who receives access.
Understand the uptime limit
These methods do not make a home computer a permanent server. The world is available only while the host computer is powered on, Terraria is running, and the relay agent or VPN connection is active. Sleep settings, reboots, internet outages, and game updates can all end a session.
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Choose a different architecture for 24/7 play
If friends need to join while the host is away, use a VPS or managed game host instead of relying on a personal computer. That is a separate hosting choice with its own administration, cost, and backup responsibilities; the relay and VPN procedures above are intended for sessions controlled by an online host.
Quick Recap
A practical decision checklist
- Choose a relay when friends are on different networks, some connections may use CGNAT, and you want players to install nothing.
- Choose a virtual-LAN VPN when the group is trusted, everyone can install the same VPN client, and using a private network address is acceptable.
- Try Steam Host & Play first when the group is small and already uses Steam, but keep a relay or VPN plan ready.
- Use tModLoader carefully by synchronizing the loader version and mod set before debugging network paths.
- Check the local port and firewall before changing routers. The standard Terraria port is 7777, and a host firewall rule may still be required even with no router change.
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