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RimWorld Together Server Requirements: RAM, CPU and Hosting Explained

RimWorld Together describes hardware needs as light but publishes no official RAM, CPU, player-count, or mod-count requirements. Here is how to choose Linux, Windows, or container hosting, expose port 25555, preserve world data, and validate performance on your own workload.
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RimWorld Together does not publish a numeric minimum for RAM, CPU speed, player count, or mod count. Its project documentation describes the server as having light hardware dependencies and says network bandwidth is the important resource. That is qualitative guidance, not a tested specification. You therefore cannot responsibly size a server from an official “4 GB RAM” or “2.5 GHz CPU” figure, because no such figure is provided.

For a practical setup, choose a Linux or Windows machine (macOS is unsupported), keep dependable network access, preserve the server’s data, and measure CPU, memory, and bandwidth with your intended players and mods. The project supplies standalone server files and an official container image; a local connection uses 127.0.0.1:25555, while an Internet server needs a publicly reachable endpoint and appropriate configuration.

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What the project actually specifies

The project repository says: “Thanks to the way the server is built, there aren’t any heavy hardware related dependencies, meaning that your hosting machine will only need to have an excellent network bandwith and a bit of everything else.” The repository uses the spelling “bandwith.” More importantly, it does not define what “a bit” means, name a processor model, give a memory floor, or publish measurements by player count, map size, mod count, or uptime.

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That statement supports a cautious conclusion: RimWorld Together is designed not to require unusually powerful server hardware, but network quality is central. It does not support turning a generic hardware estimate into an official requirement. A machine that runs the game client comfortably is not automatically a proven server, and a rented virtual machine advertised with a certain tier is not guaranteed to perform a particular workload.

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What is not established

  • No official RAM minimum or recommended RAM amount.
  • No official CPU model, core count, clock speed, or utilization target.
  • No official player-count sizing chart.
  • No official relationship between mod count, world size, and resource use.
  • No official benchmark identifying a tested server release, operating system, or hardware model.

Release notes may mention implementation changes such as improved memory use, but that is not a numeric requirement or a benchmark. Treat every number you see elsewhere as an independent estimate unless it identifies the exact server version, operating system, player and mod configuration, measurement method, and test date.

RAM and CPU: how to size without a published number

Start with the resources your host can make available, rather than with a supposedly universal RimWorld Together tier. The server process shares the machine with its operating system, monitoring tools, backups, and any other services. Leave headroom so a temporary load increase does not force swapping or make the operating system terminate processes.

RAM considerations

Memory use can change when the shared world grows, when more players connect, when mods add data or events, and when the process remains online for a long period. None of those variables has an official conversion such as “one additional player equals a fixed number of megabytes.” A small private session and a heavily modded public world should therefore be treated as different workloads.

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Watch actual memory pressure after launching the server and again during the busiest session you expect. On Windows, Task Manager’s Processes or Details view can show the server process and total memory use. On Linux, use the distribution’s system monitor or tools such as top or htop. Record whether free memory remains available and whether swap or paging begins. If the host is paging, reduce competing services, simplify the workload, or move to a machine with more available memory; do not assume a project-wide minimum that the documentation does not state.

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CPU considerations

The same principle applies to the processor. The project does not publish a required clock speed, core count, or utilization ceiling. Measure the server while players are joining, the world is being created, and the busiest events or simulations are occurring. A machine that looks idle during an empty-server test may behave differently once several clients and gameplay-affecting mods are active.

Use per-process CPU readings where possible, and watch for sustained saturation rather than a brief spike. If one process remains close to a full logical core while the machine is otherwise quiet, faster single-thread performance may matter more than simply adding many cores; however, the project has not published a hardware comparison proving that rule for every workload. Consider it a diagnostic observation, not a guaranteed sizing formula.

Network is the explicit priority

The repository specifically calls for excellent network bandwidth. In practice, stability, latency, upload capacity, and a reachable address matter alongside raw download speed. A host can have ample CPU and RAM yet still be unsuitable if its connection drops, changes address unexpectedly, or cannot accept inbound traffic.

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Supported operating systems and server packages

The project wiki documents server files for Linux and Windows and states that macOS is unsupported. Select the package that matches the operating system you can maintain, and confirm that the server release and client-side mod setup are compatible before inviting players.

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Deployment choice What the documentation establishes What you must provide
Linux server files Linux server files are documented. A maintained Linux installation, persistent storage, network access, updates, and backups.
Windows server files Windows server files are documented. A maintained Windows installation, persistent storage, network access, updates, and backups.
Official container image An official image is available; the example persists data by mounting local RWTData at /Data and publishes port 25555. Docker or Podman, a host directory for persistent data, and container networking and update administration.
macOS The wiki says macOS is unsupported. Do not plan a supported production server on macOS without separate, current project confirmation.

The container example is a deployment method, not a performance guarantee. Mounting the data directory means that worlds and server files can survive container replacement, provided the host directory itself is protected and backed up.

Hosting options: home machine, rented host, or container

There is no project-endorsed provider or official price comparison. Choose the hosting model that satisfies the operational requirements below rather than buying a tier because its advertised RAM number sounds familiar.

Option Advantages Responsibilities and risks
Always-on home PC You control the operating system, storage, updates, and physical access; existing hardware may avoid a recurring hosting bill. You must keep the machine powered, secure, patched, and reachable from the Internet. Router policy, carrier-grade NAT, changing addresses, outages, electricity, and upload limits can prevent public access.
Rented virtual or dedicated server Usually designed for continuous uptime and a public network endpoint; hardware replacement and data-center connectivity are handled by the host. You still administer the supported operating system, server files, updates, access control, monitoring, and backups. The project does not publish a provider list, price, or guaranteed resource tier.
Container on either host Packages the server environment consistently and can simplify replacement or upgrades; the documented image supports persistent data and port 25555 mapping. You must install Docker or Podman, manage image updates, secure the runtime, preserve the mounted directory, and troubleshoot host/container networking.

For a private group, a machine that is already online and has reliable upload capacity may be sufficient. For a 24/7 public server, prioritize a stable endpoint, restart and backup procedures, and someone who can administer the host. Those are operational decisions, not official RimWorld Together hardware requirements.

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Step-by-step: prepare a server

1. Pick a supported platform

  1. Choose Linux or Windows server files from the project’s documented options, or choose the official container image if you already operate Docker or Podman.
  2. Use a machine that can stay online for the hours you promise, with storage reserved for server data and backups.
  3. Install current operating-system updates and restrict administrative access to accounts you control.

2. Install the server files or container

Follow the project’s current release instructions for downloading and starting the standalone files. For a container deployment, follow the image documentation and ensure the host directory named RWTData is mounted to /Data and that host port 25555 is published to the container’s server port. The exact image tag and command can change between releases, so copy those values from the current project instructions rather than substituting an unverified image name.

3. Preserve data

Keep world and configuration data outside a disposable container layer or an easily deleted working directory. Back up the persistent directory before upgrades and retain at least one copy on a different disk or machine. Test that a backup can actually restore the world; a directory that exists but was never copied successfully is not a recovery plan.

4. Perform a local connection test

On the same machine, connect using 127.0.0.1 and port 25555, as documented by the wiki. A successful local connection confirms that the process is listening and that the local configuration is coherent. It does not prove that another computer on your network or the public Internet can reach it.

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5. Configure the shared world

The first player to join creates the shared world. Decide in advance who will perform that first join, which world settings are intended, and which mods affect the map, factions, events, or other shared simulation. Consistency matters: clients and server should use the compatible mod arrangement required by the project, and map- or event-changing content should be agreed before the world is created.

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Making a server publicly reachable

The configuration guide documents a server-browser setting and a public endpoint field. Enable and fill those settings only when the host can genuinely be reached from outside its local network. The exact firewall, router, address, and provider steps vary, so there is no universal instruction that guarantees public access.

Check each network layer

  • Process: Confirm the server is running and listening on port 25555.
  • Host firewall: Permit the required traffic for the server application and port, using the narrowest rule that works.
  • Router or gateway: If the host is behind a private LAN, configure the appropriate forwarding or equivalent gateway rule.
  • Addressability: Verify that the Internet-facing address is stable or that your chosen endpoint method tracks changes.
  • Provider restrictions: Check for carrier-grade NAT, inbound-port blocking, or other policies that prevent unsolicited connections.

Do not equate “the port is open on my computer” with “the server is publicly reachable.” Test from a different network, such as a phone connection, and avoid publishing an endpoint until access control and operating-system security are in place.

Mods, players, and why a benchmark is not transferable

Official materials do not provide a player-count benchmark or a mod-count limit. Workload can vary with the world, the simulation, the number of connected clients, and whether mods alter maps, factions, or events. A result measured on one release and mod list would not automatically predict another installation.

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Before expanding a server, create a baseline: note the server release, operating system, map or world settings, mod list, number of connected players, and test duration. Record CPU, memory, swap, network throughput, disconnects, and restart behavior during both quiet and busy periods. Change one major variable at a time so you can identify whether a problem came from a new mod, a larger world, more players, or the host itself.

Monitoring and troubleshooting

The server runs locally but friends cannot join

  • Confirm that remote players are using the public endpoint rather than 127.0.0.1; the loopback address works only on the server machine.
  • Check the server-browser and public-endpoint settings.
  • Review the host firewall and gateway rules.
  • Test from a separate network and investigate carrier-grade NAT or blocked inbound traffic with the connectivity provider.

Memory usage keeps rising

  • Record the server version, world, players, and mods when the increase occurs.
  • Check whether the operating system is swapping or paging.
  • Restart only after preserving logs and a backup, so the symptom can be investigated rather than erased.
  • Remove or update recently added content in a controlled test, or move the workload to a host with more available memory.

Players report lag or disconnects

  • Compare CPU saturation, memory pressure, and network loss at the reported time.
  • Check upload capacity and latency from the host to affected players.
  • Separate a simulation slowdown from a connectivity failure: high CPU with stable networking suggests a workload issue, while packet loss or an unstable route points to the network.
  • Use the same mod list and world state when reproducing the problem.

A container update appears to delete the world

Stop and verify the mount before changing anything else. The documented container pattern relies on host-side RWTData mapped to /Data; data written only inside a disposable container layer may be lost when that container is removed. Restore from the last known-good host backup if the persistent directory is damaged.

A practical decision checklist

  • Is the operating system Linux or Windows, rather than unsupported macOS?
  • Can the machine remain online for the intended schedule?
  • Is enough CPU and memory available for the operating system and the actual modded workload, with headroom?
  • Is upload bandwidth reliable, and can the endpoint be reached from outside the local network?
  • Will world data survive a restart, container replacement, or host failure?
  • Who will apply updates, review logs, respond to outages, and restore backups?
  • Have you tested the exact player and mod setup instead of relying on an unrelated hardware claim?

If any answer is no, address that operational gap before spending money on a larger machine. The project’s qualitative guidance makes a lightweight host plausible, but reliability and measured behavior determine whether a particular installation is suitable.

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