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How to Set Up a Conan Exiles Server Cluster to Travel Between Servers

Learn how to run multiple Conan Exiles dedicated servers as a cluster, assign non-conflicting ports, enable character imports, configure whitelists and move characters safely between worlds.
Length11 min Posted Quest giverVGSources Team
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A Conan Exiles server cluster is a group of separate dedicated-server instances that players can move between with Funcom’s character export/import system. The worlds do not share one database: each server keeps its own save files, configuration, identity and network ports. To build one, install one Conan Exiles Dedicated Server instance per map or world, give every instance unique ports, enable character imports on every destination, and test transfers before inviting players.

Character travel was reintroduced in R15, announced by Funcom on April 14, 2026. The transfer rules, cooldowns and mod compatibility can change with updates, so check Funcom’s current transfer documentation after major patches.

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What a Conan Exiles server cluster actually is

A cluster is several independently running Conan Exiles dedicated servers that are configured to accept character exports from one another. One instance might host one map and another instance a different map, but they remain separate processes with separate world saves. A player exports a character from the first server, disconnects, then imports that character while joining the second.

It is not one shared world database

Buildings, placeables and loose world items belong to the server where they were created. The transfer system copies a defined set of character data; it does not merge the two maps or synchronize their inventories in real time. Every instance therefore needs its own save directory and configuration files. Keeping those files separate prevents one server from overwriting another server’s identity or world state.

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How the travel system works

The source server creates an export record for the selected character. The destination server then imports that record during character creation. The destination must allow imports, and the player must not already have a character there unless that existing character is deleted first. This is a controlled hand-off rather than a live connection between servers.

Plan the cluster before installing it

Decide which maps or worlds you will run and assign a permanent identity to each instance. Write down the folder, server name, game port, browser-pinger port, query port and RCON port for every instance. A simple inventory prevents later confusion when you edit firewall rules or troubleshoot a server that appears in the browser under the wrong name.

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  • Install one Conan Exiles Dedicated Server instance for each map or world.
  • Keep each instance’s executable, configuration and save data separate.
  • Choose a distinct server name for every instance.
  • Reserve a unique game, query and RCON port allocation for every instance.
  • Decide whether the cluster should accept transfers from any server or only from an explicit whitelist.
  • Keep backups of every instance’s save data before enabling player transfers.
  • Keep mod lists aligned across instances if you intend to move mod-dependent characters.

The official settings documentation identifies Engine.ini and ServerSettings.ini as the principal configuration files. The exact path depends on your installation method, but each server instance must be edited in its own configuration directory.

Install one dedicated-server instance per world

  1. Install the Conan Exiles Dedicated Server application. Create or select a separate location for each instance so that executable files, configuration files and saves are not shared accidentally.
  2. Duplicate the installation only as an isolated instance. Each copy needs its own save data and settings. Do not point two running servers at the same save directory.
  3. Give the instance a recognizable name. Set the server name in that instance’s Engine.ini. Use names that tell players which map or purpose they are selecting in the browser.
  4. Set administration credentials. Put an admin password in that instance’s ServerSettings.ini and store the credentials securely.
  5. Repeat the process for every map. Treat each installation as a complete server, not as a second world loaded by the first process.

You can launch an instance with its StartServer.bat file or directly with ConanSandboxServer.exe. Start each instance separately and confirm that it reads the intended configuration and save location.

Allocate non-conflicting ports

Every running server needs its own network allocation. Funcom’s dedicated-server table lists these defaults:

Service Protocol Documented default Cluster rule
Game traffic UDP 7777 Assign a unique game port to each instance.
Server-browser pinger UDP 7778 Assign a unique pinger port to each instance.
PC query UDP 27015 Assign a unique query port to each instance.
RCON TCP 25575 Assign a unique RCON port to each instance if RCON is enabled.
Mod download Derived from the game-port offset when enabled Derived value Make sure the resulting port is also permitted through the host firewall and router.

The first server can use the documented defaults if they are free. Every additional instance must use different values for the corresponding services. Do not let two processes bind the same game, query or RCON port. Record the allocation in a small operations sheet so that the firewall, router and launch settings all use the same numbers.

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Open the ports in every network layer

Allow the selected traffic through the operating-system firewall and, when the servers are behind a router, forward the same ports to the correct host. A port-forward that points to the wrong machine can make a server appear offline even when its process is running. If you use a separate mod-download port derived from the game-port offset, allow that port as well.

RCON is a TCP service, while the game, browser pinger and PC query entries in Funcom’s table are UDP. Mixing the protocols in a firewall rule is a common reason for a server that launches successfully but cannot be discovered or administered remotely.

Configure Engine.ini and ServerSettings.ini

Engine.ini: identity and server presentation

Edit each instance’s Engine.ini and set a distinct server name. The name is what players use to distinguish the worlds in the server browser. Avoid giving two instances the same visible identity, especially while testing transfers.

ServerSettings.ini: administrator password and transfers

In every destination instance, set:

ServerTransferEnabled=True

This enables the server to receive imported characters. A server that is intended to be part of the travel network should have the setting enabled before players export characters to it.

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If you want a character that originated on a server to be allowed back onto that same server, also set:

CanImportDirectlyFromSameServer=True

This is useful when a player exports a character, visits another world, then returns to the original one. It does not replace the general import setting; the destination still needs to allow imports.

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Restrict destinations with a whitelist

You can limit which servers a receiving instance accepts by adding a whitelist to ServerSettings.ini:

ServerTransferServersWhitelist=("PUBLIC_IP_A:GAME_PORT_A", "PUBLIC_IP_B:GAME_PORT_B")

Replace the examples with the public IP address and game port of each permitted source server. Funcom specifies that this setting uses public IP addresses and does not work with domain names, subnets, VPN addresses or 127.0.0.1. Apply the corresponding whitelist on each receiving server; a one-sided entry does not automatically configure the other instances.

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Use a whitelist when the cluster should be closed to known worlds. Leave the list out when you intentionally want a broader set of eligible sources, but understand that each receiving server still controls imports with ServerTransferEnabled.

Restart and verify every instance

Configuration changes require a restart. Shut down the affected server cleanly, edit the correct instance’s files, then launch it again with StartServer.bat or ConanSandboxServer.exe.

  1. Check the server browser. Confirm that every instance appears under its intended name and that the map or world is correct.
  2. Check for port collisions. Review the startup output and host networking if an instance exits immediately or another server disappears when it starts.
  3. Verify reachability externally. Test the selected game, pinger, query and RCON paths from outside the host network rather than relying only on local connections.
  4. Use a disposable test character. Export a character with no irreplaceable items, then import it into another instance.
  5. Test a return trip. If same-server returns are part of your design, verify the CanImportDirectlyFromSameServer behavior as well.
  6. Record the result. Note the working ports, names and settings before opening the cluster to players.

These checks are practical operating procedures. They are not a substitute for Funcom’s rules, and they cannot guarantee that a future patch or mod combination will behave identically.

How players travel between your servers

  1. Prepare the character on the source server. The character must not be over-encumbered and must not be in a Clan when the export begins.
  2. Open the transfer screen. From the source server, choose Character > Server Transfer.
  3. Review the export summary. Check the character information and confirm the export.
  4. Return to the main menu. Disconnect from the source server after the export has completed.
  5. Choose the destination. Open the server browser and select an eligible cluster server. The destination must permit imports and satisfy any whitelist rule.
  6. Import during character creation. Select Import Character and complete the confirmation screens.
  7. Enter the destination world. The retained character data becomes available there, subject to the transfer rules and any mod compatibility problems.

Only one character can be exported at a time, and that character must be imported before another export is performed. A player cannot import onto a server where that player already has a character; delete the existing destination character first if returning there is necessary and acceptable.

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What transfers and what stays behind

Funcom distinguishes character-attached progress from world objects. The following table summarizes the documented behavior:

Data or object Transfer behavior
Character name Retained
Appearance Retained
Unlocked knowledge Retained
Level and attributes, including perks Retained
Completed Journey steps Retained
Equipped items Retained
Backpack inventory Retained
Hotbar items Retained
Followers within the follower limit Retained
Buildings and other placeables Left on the source server and decay there
Items outside the character or followers Do not move

Tell players to dismantle or secure anything they expect to keep before exporting. A base, storage chest and world-placed equipment are not part of the portable character package. Followers are subject to the follower limit, so a transfer is not a way to move an unlimited collection.

Cooldowns and transfer restrictions

Transfers are subject to both eligibility checks and cooldowns. The current Funcom documentation lists these cooldown periods:

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Server type Cooldown listed by Funcom
Unofficial servers 24 hours
Single-player or co-op 24 hours
Official PvE or PvE-C 24 hours
Official PvP 7 days
  • An over-encumbered character cannot begin a transfer.
  • A character in a Clan cannot begin a transfer.
  • Only one character can be exported at once.
  • The exported character must be imported before another export is attempted.
  • The destination cannot already contain a character belonging to that player.
  • Unofficial servers can opt out of imports entirely.

Cooldowns are tied to the applicable server category and can be changed by later updates. Make the cooldown visible in your cluster rules so players do not assume that a failed or delayed transfer is a port problem.

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Mods, followers and reliability limits

Modded items and thralls are the largest compatibility risk. Funcom says it made a “best effort” attempt to preserve them but cannot guarantee that they will transfer correctly, wholly, or that they will not cause the transfer to fail in its entirety.

For a stable cluster, keep the enabled mod lists and versions aligned across every instance. During initial testing, remove mod-dependent items from the character’s inventory and avoid relying on modded followers. Export a disposable character first, then add complexity only after a plain transfer succeeds.

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Funcom does not guarantee reliability for unofficial or modded transfers. Maintain backups of each server’s save data before enabling the feature and before changing the mod set. If a transfer fails, restore the affected save only after preserving the original files so you can diagnose the failure without destroying evidence.

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Troubleshoot the problems operators see most often

The destination does not appear in the browser

  • Confirm the instance is running and has a unique server name.
  • Check that its UDP game, browser-pinger and query ports are unique and allowed through the firewall.
  • Verify router forwarding points to the host running that specific instance.
  • Check that the process did not stop because another instance already claimed one of its ports.

The player can see the server but cannot import

  • Confirm ServerTransferEnabled=True in the destination instance’s ServerSettings.ini.
  • Check whether the destination has a whitelist and whether the source public IP and game port match it exactly.
  • Make sure the player does not already have a character on that destination.
  • Check that the exported character was imported before another export was attempted.

The whitelist rejects a source that should be allowed

Use the source server’s public IP and its game port in the whitelist. Do not substitute a DNS name, private or VPN address, subnet notation or 127.0.0.1. Remember that each receiving server needs its own permitted-source list.

The export option is unavailable

Check the character’s state. Over-encumbrance and Clan membership block the start of a transfer. Remove the character from the Clan and meet the weight requirement before trying again.

The transfer fails or items are missing

Suspect mod compatibility first. Compare mod lists and versions, retry with a disposable character carrying only standard items, and consult your backups if the failure affects a live world. Buildings, placeables and items left outside the character or followers are not supposed to move, so their absence is expected rather than a transfer error.

Operating a cluster over time

Running multiple instances is an administrative workload as much as a configuration task. Keep a written map of each instance’s folder, save location, server name and port allocation. Back up each save independently so a problem on one world does not force you to roll back every world.

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When comparing self-hosting with managed or VPS hosting, evaluate the parts that directly affect a cluster:

  • Whether you can control firewall rules, port forwarding and public IP assignments.
  • Whether the service permits several isolated Conan Exiles instances on one account or machine.
  • How backups and point-in-time restores are exposed to administrators.
  • How mods are installed, updated and kept identical between instances.
  • Geographic location and resulting player latency for each world.
  • Monitoring, scheduled restarts and recovery automation.
  • The recurring cost of the resources needed for every running instance.

Do not treat a hosting control panel’s “cluster” label as proof that character transfers are configured. Confirm that you can edit the relevant INI files, allocate non-conflicting ports and preserve separate save data for every world.

Keep the configuration current

Funcom’s R15 announcement on April 14, 2026, marked the reintroduction of character transfers and described moving characters between servers while retaining essential progress. Transfer behavior is version-sensitive. After a major patch, reread the live transfer documentation, recheck cooldowns and settings, and run a disposable-character test before advertising the cluster as ready.

The dependable design is therefore straightforward: one isolated dedicated-server instance per world, unique network ports, transfer imports enabled on each destination, an optional public-IP whitelist, aligned mods and tested backups. Players then export from the Character > Server Transfer menu, disconnect, and import during character creation on an eligible destination, carrying only the character data that Funcom’s transfer system supports.

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