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Most cases are fixed by correcting the ServerIP value in the active serverconfig.xml, then stopping the server long enough for its game port to reset. Use 127.0.0.1 or localhost only when the connection originates on the server computer. Players outside your network need the host’s externally reachable address; a private 192.168.x.x address will not work for them. If the exception began after a restart, a stale port lock is another documented possibility.

What the exception means

FormatException: An invalid IP address was specified is a server-network configuration error, not a world-save or gameplay failure. The dedicated server is trying to parse an address from its configuration and cannot use the value it finds. A community Steam dedicated-server guide attributes the message to leaving the tutorial address in the configuration instead of replacing it with an appropriate address. The guide also distinguishes local loopback addresses from the external address remote players need: Steam dedicated-server guide.

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The guide’s short diagnosis is blunt: “You dident change the ip adress in the config file to your ip adress. do so.” The spelling is preserved, but the practical point is clear: the server is rejecting the value it was told to parse. It is not reporting that your character, map, or save is damaged.

A second cause is possible after a restart. A hosting-provider knowledgebase says that, in post-A18 versions, the game port can remain locked when the server is restarted. Its recovery is to stop the server, wait about five minutes, and start it again. If the problem continues, the provider may need to issue a server-side stop action: PingPerfect knowledgebase.

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Which IP belongs in serverconfig.xml?

Find the ServerIP entry in the configuration file actually loaded by your launch command. The correct value depends on where the connecting player is located, not simply on which address is visible on the host computer.

Address choice Scope Use it when Do not use it when
127.0.0.1 Loopback to the same computer You are testing or joining from the computer running the server. Friends are connecting from another computer or another network.
localhost Loopback name for the same computer The connection is local and the server build accepts the name. You are publishing the address to remote players.
Private LAN address, such as 192.168.x.x Internal home or office network A player is on the same LAN and the server is configured to listen on that interface. A player is outside the LAN. The Steam guide identifies 192.168.x.x as internal rather than external.
External or public address Reachable from outside the LAN Friends on the internet must reach a self-hosted server, with forwarding and firewall rules in place. You are only making a local self-connection.

Do not copy a tutorial placeholder into the file. The Steam guide specifically shows a placeholder such as yourexternalip_not_127.0.0.1; that text is not an address. Remove it and enter a real value supported by the server build. An address containing invalid characters, spaces, or an incomplete octet is likewise not a usable ServerIP value.

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Think of the setting as a scope decision. Loopback identifies the same machine, a private address identifies a route inside your local network, and a public address identifies the route that an internet player can attempt to reach. One value cannot make every network path work automatically. A local test and an internet test are different tests, even when they use the same server.

Recovery procedure

  1. Stop every server instance

    Use the normal server control supplied by your host or stop the dedicated-server process on the machine. Make sure an older instance is not still running in the background. A second process can continue holding the game port while you edit the file, making a valid correction appear ineffective. Check for duplicate launchers, scheduled services, or a console window that was left open.

  2. Open the configuration loaded at startup

    Dedicated-server installations can contain more than one serverconfig.xml. Use the file named by the launch command or service definition, rather than editing an unused copy. If you administer a hosted server, use the provider’s file manager or configuration editor for the active instance. Note the path before making changes so you can verify that the restart uses the same file.

  3. Correct ServerIP

    Inspect the value for a tutorial placeholder or malformed text. For a test made on the server computer, use 127.0.0.1 or localhost. For a remote connection, use the host’s externally reachable address and make sure the server version accepts the selected value. Save the file before starting anything. Do not put a player’s address, a router login address, or an arbitrary address copied from another guide into the field.

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  4. Run a local test first

    Join from the same computer with the loopback choice. This separates address parsing and local startup from internet reachability. If the server still throws the FormatException during a local test, the problem remains in the active configuration or in the server process state; do not troubleshoot router forwarding yet. A successful local connection is useful evidence, but it does not prove that friends can connect from outside.

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  5. Prepare remote access separately

    For friends outside the LAN, publish the external address rather than the host’s 192.168.x.x address. Confirm that the router forwards the game port to the server computer and that the operating-system firewall permits the server traffic. A correct address alone does not bypass NAT or a blocked firewall rule. Make sure the forwarding rule points to the current internal address of the server, not an old address assigned to a different machine.

  6. Review NAT-related settings cautiously

    The Steam guide includes a DisableNAT setting and discusses checking port-forwarding when outside connections fail. Treat that property name and its behavior as version-sensitive: the guide was published on December 16, 2013, so confirm the option in the configuration supplied with your current server build before changing it. Do not add obsolete properties simply because they appear in an old example. A NAT option cannot substitute for a valid address or a working forwarding rule.

  7. Allow the port to reset

    After editing the file, leave the server stopped for approximately five minutes, then start it once. The PingPerfect article says a post-restart port lock can survive an immediate restart and recommends this waiting period. Its wording is to “stop your server and let it sit for 5 minutes to give the port time to reset, then start again.” Avoid repeatedly launching and killing instances during the wait; that can make it unclear whether the old process has released the port.

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  8. Escalate a persistent failure

    If the configured address is valid, every process was stopped, and the server still reports the exception after the waiting period, ask the hosting provider to perform a provider-side “stop server” action or reset. This is the escalation specifically prescribed by the provider article for a port that remains locked. Give support the exact error text, the active configuration path or panel entry, and the time of the clean restart.

Why restarting can trigger the error

A restart can expose two different problems that look similar in the console. First, the server may be reading a stale or untouched configuration file: for example, an update, new service entry, or changed launch command can point at a copy that still contains a tutorial placeholder. Second, the previous process may have left the game port locked. The post-A18 provider guidance describes the latter as a possible restart condition and recommends a complete stop followed by a five-minute pause.

These causes require different remedies. Editing ServerIP addresses a parsing problem. Waiting with the server fully stopped addresses a process or port-state problem. If both are present, perform the configuration correction first, then use the clean-stop interval so the new process starts without the old listener.

A rapid restart can also confuse diagnosis. If you change the XML, launch immediately, stop it after a failed attempt, and launch again, you have changed both the address and the process state at once. Make one clean edit, stop all instances, wait, and perform one controlled start. Record whether the error appears while the server is starting or only when a player tries to join.

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Local, LAN, and internet connections are different tests

Same-computer test

Loopback traffic never leaves the server computer. Use 127.0.0.1 or localhost for this test. A successful local join proves that the server can start and accept a local connection, but it does not prove that a router will forward internet traffic. It is the quickest way to determine whether the basic server process and configuration can function without NAT.

Same-network test

A player on the same LAN may reach the host through its private address, such as 192.168.x.x, if the server is listening on that interface and the local firewall allows the connection. This address is internal. Giving it to someone outside the LAN will fail because their traffic cannot route directly to your private network. If the host’s private address changes, any forwarding rule aimed at the old address also becomes wrong.

Outside-network test

Internet players need the host’s external address. The router must send the game port to the correct internal machine, and firewall rules must permit the traffic. If those conditions are absent, changing between several private addresses will not solve the reachability problem. Test local startup first, then validate forwarding and firewall behavior for the remote case. Do not treat a failed outside join as proof that the IP parser is still broken when local startup succeeds.

Choosing between the two documented remedies

Remedy Addresses Who controls it Timing Likely recurrence
Replace the invalid ServerIP Wrong scope or malformed value in configuration Server administrator Immediate after saving and restarting Returns if an old template or inactive copy is edited instead of the active file
Clean stop and wait Port or process state left behind after restart Administrator first; provider if a reset is required About five minutes stopped, according to the provider guidance May recur after future unclean or rapid restarts
Router and firewall correction External reachability after local startup works Server owner or network administrator After forwarding and rules are changed Persists until the network path remains correctly configured
Provider-side stop/reset Managed host still reports the error after valid configuration and clean stop Hosting provider Depends on provider response Requires escalation if the managed service repeatedly retains the port

Use the least invasive remedy that matches the symptom. A malformed value should not lead you to rebuild the world or change unrelated gameplay settings. Conversely, a valid value followed by a restart-only failure should not lead you to cycle through random IP addresses. Scope, control, timing, and recurrence are the useful comparison points.

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Common mistakes and the appropriate fix

  • Leaving the tutorial value in place: Replace the placeholder with a real address or the loopback value appropriate to the connection.
  • Using a public address for a local-only test: Start with 127.0.0.1 or localhost on the server computer.
  • Giving a remote player a private address: Use the externally reachable address and configure port-forwarding and firewall access.
  • Editing the wrong XML file: Trace the launch command or service definition to identify the active serverconfig.xml.
  • Restarting immediately over and over: Stop all instances and allow the approximately five-minute reset interval described by the provider guidance.
  • Changing an old NAT property blindly: Verify DisableNAT and related names against the current server distribution because the cited community guide is old.
  • Assuming a network utility will repair the exception: The documented causes are configuration and port state. Diagnostic software may help investigate a broader Windows networking problem, but no evidence establishes it as a fix for this specific FormatException.
  • Testing only from outside: First establish whether loopback works. Otherwise, NAT, forwarding, firewall, and address parsing are being mixed into one inconclusive test.
  • Sharing a private address with internet players: Explain that 192.168.x.x is meaningful inside the LAN but is not the public route friends need.
  • Changing multiple settings at once: Correct the active file, perform a clean stop, and then test before changing NAT-related options.

When the older guidance needs qualification

The Steam material is a community guide dated December 16, 2013, and the related Steam support report is dated October 17, 2021. The provider article refers to post-A18 behavior. Neither source establishes identical behavior for every October 2026 game build, operating system, platform, hosting wrapper, or configuration schema. Server properties can change, so compare the names and accepted values in the configuration shipped with your installed server version.

The reliable decision remains scope-based: loopback for a same-computer connection, a private address only for an appropriate LAN path, and an external address for internet players. If the address is valid but the error follows a restart, treat a retained port as a separate possibility and use the clean-stop and provider-escalation path rather than continually changing IP values.

When to contact the host

Contact the provider after you have recorded the exact ServerIP value, confirmed that no duplicate server process is running, stopped the instance for the recommended interval, and retried once. Ask specifically for a provider-side stop/reset when the host controls the process or port. Include whether a local loopback connection works and whether the failure occurs during startup or only when an outside player joins; those observations distinguish configuration parsing from external reachability without requiring you to disclose a private LAN address to remote players.

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A short diagnostic checklist

  1. Copy the exact exception text, including capitalization.
  2. Write down whether it appears at startup or only during a join attempt.
  3. Identify the launch command, service, or hosting-panel instance that loads the XML.
  4. Check ServerIP for the placeholder yourexternalip_not_127.0.0.1 or other malformed text.
  5. Choose loopback, private LAN, or external scope based on the connecting player.
  6. Stop every instance and wait approximately five minutes.
  7. Start once and test locally before testing through the internet.
  8. If local startup works but remote access fails, inspect forwarding, NAT, and firewall rules.
  9. If the valid configuration still fails after a clean stop, request the provider-side stop/reset.

Frequently asked questions

Should I enter my local IP, public IP, localhost, or 127.0.0.1?

Use 127.0.0.1 or localhost for a connection from the server computer. Use a private LAN address for an appropriate same-network connection. Use the externally reachable address for players coming through the internet, with forwarding and firewall rules configured.

Can friends connect using my 192.168.x.x address?

Not from outside your LAN. The Steam guide identifies that range as internal. Friends on the same LAN may use it when the server listens on that interface; internet players need the external address.

Why did the error begin immediately after restarting?

The restart may have loaded a different configuration copy containing a placeholder, or the previous process may have left the game port locked. Check the active file first, then perform a complete stop and wait about five minutes before starting again.

Does a successful local connection prove port forwarding works?

No. Loopback traffic never tests the router or internet path. It only shows that the server can start and accept a same-computer connection. Test forwarding and firewall behavior separately for outside players.

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Should I change DisableNAT?

Only after checking that the property exists and has the intended meaning in your current server build. The cited Steam guide is from December 16, 2013, so its setting names are version-sensitive.

How long should the server remain stopped?

PingPerfect recommends approximately five minutes so the game port can reset after a restart. Keep all server instances stopped during that interval, then start one controlled instance.

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What if the address is valid but the exception remains?

Confirm that you edited the active file, stop duplicate processes, wait the recommended interval, and retry. If the error persists, ask the hosting provider to perform a server-side stop/reset.

Can a Windows network utility guarantee a fix?

No. A diagnostic utility may help investigate a broader networking problem, but the documented remedies for this exception are correcting the server configuration and clearing a possible port/process lock.

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Frequently Asked Questions

Which IP should I put in serverconfig.xml?

Use 127.0.0.1 or localhost for same-computer testing, a private LAN address for appropriate local-network connections, and the externally reachable address for internet players.

Why does 192.168.x.x fail for my friends?

That is a private internal address. Players outside your LAN need the public address plus working port-forwarding and firewall rules.

How long should I wait after stopping the server?

Leave it fully stopped for about five minutes, then start one instance.

What should I do if the error returns after a valid edit?

Verify the active configuration file, stop all duplicate processes, wait five minutes, retry once, and request a provider-side stop/reset if it continues.

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The Bottom Line

Correct the active ServerIP first: loopback for local testing, a private address only inside the LAN, and an external address for internet players. Then stop every server process and wait about five minutes before restarting. If a valid configuration still produces the FormatException, the remaining documented escalation is a hosting-provider stop/reset, while router forwarding and firewall rules must be checked separately for remote access.

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