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For a basic Don’t Starve Together dedicated server, Klei’s published baseline is a 1.7+ GHz processor, at least 1 GB of RAM and at least 1 GB of hard-drive space. Those figures come from Klei’s 2016 dedicated-server FAQ and describe the minimum needed to start the software—not a guaranteed target for a busy, modded or multi-shard world. Steam’s Windows client listing separately specifies a 1.7+ GHz CPU, 1 GB of RAM, 3 GB of storage, broadband internet and a Radeon HD5450-class (256 MB) graphics card or better. A server process normally does not render the game, so the client GPU requirement should not be treated as a dedicated-host requirement.

The practical rule is to provide more memory and storage than the minimum, prioritize consistent single-thread CPU performance, and verify slot limits in the current server configuration or provider panel. Klei does not publish a current RAM-per-player formula, a modern core-count recommendation or a universal maximum slot count.

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Official minimum specifications

The figures below are the authoritative starting point, with their age and scope stated explicitly.

Component Dedicated-server baseline Steam Windows client minimum What it means for hosting
Processor 1.7+ GHz processor (Klei FAQ, 2016) 1.7+ GHz processor (Steam/Klei listing, 2016) A frequency floor, not a modern performance guarantee. Single-thread speed and sustained availability matter more than simply counting cores.
Memory At least 1 GB RAM (Klei FAQ, 2016) 1 GB RAM (Steam/Klei listing, 2016) One gigabyte is a launch minimum. The operating system, world data, caves or other shards, mods and monitoring tools all need additional headroom.
Storage At least 1 GB hard-drive space (Klei FAQ, 2016) 3 GB storage (Steam/Klei listing, 2016) Reserve space beyond the installation for saves, logs, updates and backups.
Graphics Not specified for the server process Radeon HD5450-class, 256 MB, or better The client must render the game; a headless dedicated server generally has no equivalent rendering workload.
Internet Network access required for online play; no bandwidth figure is stated Broadband internet Latency, upload consistency and the host’s location affect players more than a headline download speed.

See the Klei dedicated-server FAQ and the Steam product listing for the original minimums.

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CPU: why the 1.7 GHz number is not a recommendation

A 1.7 GHz minimum tells you only that the server was designed to run on a processor at or above that clock speed. It does not distinguish between processor generations, instruction efficiency, thermal throttling or the amount of CPU time available to the process. Two CPUs with the same advertised frequency can deliver very different simulation performance.

Prioritize a fast, consistent main thread

Game-server simulation commonly depends on work that cannot be spread perfectly across every core. For that reason, a modern processor with strong single-thread performance and a stable clock is generally a safer choice than an older many-core chip whose cores are slow or heavily shared. Klei’s published material does not specify a required number of cores, a benchmark score or a recommended processor model, so any precise core-count promise would be unsupported.

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Account for contention

On a rented virtual machine, “2 vCPUs” does not necessarily mean two permanently available physical cores. Ask whether CPU resources are dedicated or oversubscribed, and watch for throttling during busy periods. On a home host, avoid running the server on a laptop in a power-saving mode or on a machine that is simultaneously encoding video, compiling software or running other high-load services.

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When CPU becomes the bottleneck

  • Simulation ticks take longer while player count, creatures or mod activity rises.
  • Players experience rubber-banding even though their local frame rate is normal.
  • The operating system reports sustained CPU saturation or frequency drops.
  • Restarting temporarily helps because another process was consuming the host’s CPU time.

Measure the server process and the whole machine during the busiest in-game period. A short idle reading is not enough to size a host.

RAM: the 1 GB minimum and how to plan headroom

Klei lists 1 GB of RAM for the dedicated server, but that amount leaves little room for anything besides a minimal process. Memory is consumed by the operating system, the server executable, world state, save operations, logs, caves or additional shards, and loaded mods. A control panel, backup job or monitoring agent also uses memory.

There is no official RAM-per-player formula

The available Klei and Steam references do not state how many megabytes each connected player consumes, nor do they publish a current recommended amount for a particular slot count. Player count is only one variable: world complexity, entity counts, mod behavior and the number of shards can change usage substantially. Do not multiply an invented “RAM per player” figure by your planned slots and treat the result as an official specification.

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A practical sizing method

  1. Start with the operating system and server software installed, but no optional mods, and record idle memory use.
  2. Load the intended world configuration, including caves or other shards, then record memory after the world has generated and saved.
  3. Connect the largest group you realistically expect and play through a busy period rather than measuring immediately after startup.
  4. Enable mods one at a time, restarting and observing memory after each addition. Remove or replace a mod that grows continuously or causes crashes.
  5. Leave a safety margin so routine saves, updates and backups do not push the machine into swapping. If the operating system begins using swap heavily, add RAM or reduce the workload.

Because the official minimum is only 1 GB, a host with more memory is the prudent choice for an always-on or modded world, but the exact amount must be validated against your configuration instead of presented as a universal DST rule.

Storage: installation space is not backup space

The dedicated-server FAQ lists at least 1 GB of hard-drive space, while Steam lists 3 GB for the Windows client. These are installation figures. Save files, shard data, logs, crash dumps, workshop or mod content, temporary update files and backups can all increase the footprint.

Use reliable, persistent storage

Choose storage that remains available after a reboot and has enough free capacity for several generations of backups. A nearly full disk can prevent saves or updates even when the original installation technically fit. Solid-state storage can shorten startup and save operations, but Klei’s minimum does not require a particular drive type.

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Protect the world

  • Keep backups outside the live save directory so a damaged world does not overwrite every copy.
  • Retain more than one restore point and test that a backup can actually be restored.
  • Monitor free space and log growth instead of waiting for an error.
  • Include shard data and configuration files, not just the main world folder.

How many slots can a DST server support?

The official references available for this topic do not state a current universal maximum slot count. Slot capacity is therefore a configuration and performance question, not a number you can derive from the 1.7 GHz or 1 GB minimums. A provider may expose a slot selector, while a self-hosted installation may expose a setting in its cluster configuration; the valid range can change with the game build and hosting software.

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Verify the limit before advertising a server

  1. Check the slot or player-count setting in the current dedicated-server settings documentation and in the exact game build you will run.
  2. If you rent a server, read the provider’s current plan panel and terms. Confirm whether the listed slots are hard limits, recommended limits or simply a billing tier.
  3. Test the intended configuration with representative players, caves or shards and mods. Watch CPU time, memory, tick behavior and network latency.
  4. Increase capacity gradually. If simulation quality deteriorates, lower the configured slots or reduce expensive mods rather than promising a number the machine cannot sustain.

Do not quote an uncited “maximum players” figure as if it were a Klei guarantee. The safe statement is that the current build and host configuration determine the usable limit.

Network, operating system and availability requirements

Players need a reachable server and stable latency. The Steam listing calls for broadband internet for the client, but neither cited source gives a dedicated-server bandwidth number. Upload consistency, routing and geographic distance can matter more than headline download speed. Select a server location close to most players, or accept that a geographically distant host will add latency.

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Always-on versus player-hosted worlds

A dedicated server is useful when the world should remain available while its owner is offline, or when you do not want one player’s game client to carry the host workload. A local or listen-server arrangement can be adequate for occasional sessions on a trusted local network, but it ties availability to the hosting machine and connection. Klei’s Dedicated Server Settings Guide documents settings concepts such as restricting a world to a local network and using a whitelist.

Supported platform considerations

The cited minimums do not establish a current operating-system support matrix for every server distribution. Confirm that the game build and your chosen host’s operating system are supported, keep the operating system patched, and ensure the server can restart automatically after maintenance or a crash if you require continuous availability.

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Self-hosting or renting: a decision framework

Both approaches can run the same game software. The meaningful differences are operational rather than a special “server edition” specification.

Decision factor Self-hosting Rented dedicated or game server
CPU consistency Depends on your hardware and what else runs on it; you control scheduling. Depends on the provider’s physical hardware and oversubscription policy; ask whether CPU is shared.
RAM headroom You choose the machine’s memory and must reserve it for the operating system and other services. Plan limits are provider-specific and can change; verify the included memory.
Storage and backups You design disk layout, backup frequency and off-site copies. Check included disk size, backup retention, restore access and extra charges.
Slots Bound by the current configuration and what your CPU, RAM and network can sustain. Often exposed as a plan or panel setting; confirm the actual cap and whether it is guaranteed.
Geography and latency Usually limited to your home connection and ISP routing. You can often choose a data-center region; test latency from every player group.
Mods and controls Full control over files, startup options, restarts and monitoring. Convenient panels vary in mod support, scheduled restarts, console access and monitoring.
Operating effort You handle updates, firewalling, outages and recovery. The provider maintains the underlying machine, but you still manage the game, settings and backups unless the plan says otherwise.
Cost Uses existing hardware and electricity, but may require upgrades and technical time. Recurring monthly charge; the cited sources do not establish current prices or plan limits.

Choose self-hosting when you already have a reliable machine, a suitable connection and the time to maintain it. Rent when you need an always-on world, a nearby data center, easier restarts or separation from your personal PC. Compare total cost over the period you expect to run the world, including upgrades, electricity, backups and administration.

Configuration and launch checklist

  1. Confirm that the host exceeds Klei’s 1.7 GHz, 1 GB RAM and 1 GB storage baseline rather than merely matching it.
  2. Install the current server build and keep the operating system updated.
  3. Set up the cluster and world settings using Klei’s settings guide, including any caves or additional shards you intend to run.
  4. Configure access controls. Use a whitelist for a private group and the documented local-network-only option when the world must not be publicly reachable.
  5. Add mods one at a time, checking compatibility and memory behavior after each change.
  6. Arrange restart, log rotation, monitoring and backups before inviting players.
  7. Test joining, saving, restarting and restoring a backup with a small group before declaring the server ready.

Troubleshooting poor performance or connection problems

Klei’s troubleshooting guidance recommends checking system specifications, updating drivers and the operating system, reducing interfering background programs and disabling incompatible mods. Its support guidance also warns that outdated game versions can contain unpatched bugs and cannot connect to servers running an updated version. Follow the Klei troubleshooting guide when symptoms persist.

If the server is CPU-bound

  • Stop unrelated high-load applications and check for thermal throttling.
  • Compare performance with mods disabled to identify an expensive or incompatible mod.
  • Reduce the configured slot count or shard workload while testing.
  • Move the process to a host with stronger single-thread performance if saturation remains.

If the server is short on memory

  • Check resident memory and swap use during a busy save, not only at startup.
  • Remove leaking or incompatible mods and reduce unnecessary services.
  • Add physical or allocated RAM and keep free disk space for swap and saves.

If players cannot connect

  • Confirm that every client and the server are on compatible, current versions.
  • Check the host firewall, router rules and the server’s access restriction settings.
  • Test from the same local network and from an outside connection to distinguish LAN configuration from internet reachability.
  • Compare latency by region; a distant or unstable route can feel like server lag even when CPU and RAM are sufficient.

What the published figures do—and do not—prove

The 2016 numbers are useful minimums for identifying an underspecified machine, but they are not modern performance guarantees. They do not establish a recommended number of cores, a per-player memory allowance, a universal slot cap, a bandwidth requirement or current provider pricing. Treat those as variables to validate in the exact game build, world design, mod set and hosting environment you plan to operate.

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