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To configure a Sons of the Forest dedicated server, launch it once so it creates dedicatedserver.cfg, edit the JSON keys already present, allow the required UDP ports, and place owner Steam IDs in ownerswhitelist.txt. Keep a backup of the server data before changing a world that matters.

What the configuration process actually involves

The current dedicated-server configuration is a JSON file named dedicatedserver.cfg. It is not created when the files are merely installed; the server must run once before the default data files appear. Many older community instructions describe an INI-like or plain-text file such as ServerSettings.ini. Do not apply that syntax to the dedicated-server JSON file: missing quotation marks, braces, or commas can make the server stop while parsing its configuration.

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Configuration has four separate parts:

  • Basic identity and gameplay values in dedicatedserver.cfg.
  • LAN or internet visibility through LanOnly.
  • Network access through UDP ports and your operating-system firewall/router.
  • Owner privileges in ownerswhitelist.txt.

Key names, defaults, and even some port labels have appeared differently in community guides. Treat the file generated by your installed server version as authoritative. Do not add a key simply because it appears in an old tutorial.

Before you edit: install, launch, and back up

1. Install the dedicated-server files

Install the dedicated-server package on the Windows machine that will run the world. Keep the server files and its data directory on a drive with enough free space for saves and logs. The available documentation for this configuration identifies Windows as the supported path example; it does not establish equivalent default paths for other operating systems.

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2. Launch the server once

  1. Start the dedicated server without changing configuration files first.
  2. Allow it to finish its initial startup and create its default data files.
  3. Stop it cleanly after the first successful launch.

If no configuration file exists before this step, that is expected. Editing a nonexistent file or copying an old template into the directory can leave you with the wrong schema.

3. Make a complete backup

Before changing a long-running world, copy the entire server data directory to a separate location. A full copy is safer than backing up only the JSON file because the directory can also contain world saves, owner lists, and logs. Give the backup a date and keep it outside the live directory so a later cleanup cannot remove both copies.

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Find dedicatedserver.cfg and verify its format

On Windows, the reported default location is:

C:Users<user>AppDataLocalLowEndnightSonsOfTheForestDSdedicatedserver.cfg

Replace <user> with the Windows account running the server. A command-line -userdatapath argument can override the data location. If you use that argument, look for the configuration and save files under the path it specifies rather than assuming the default location.

Open the file in a text editor that preserves plain UTF-8 text. Confirm that it begins as JSON, with quoted property names and values, braces, commas, Boolean values such as true or false, and numbers without quotation marks where the generated file uses numbers. Keep the structure and capitalization from your own file. A configuration that looks reasonable to a human can still fail if a comma is missing or a key is outside the correct object.

A safe editing pattern

  1. Close the server or stop it cleanly before editing.
  2. Copy the original file to a backup with a different name.
  3. Change one related group of values at a time.
  4. Save, then check the JSON visually for balanced braces, commas, and quotation marks.
  5. Start the server and inspect its startup output or log for a parse error before changing anything else.

Do not replace the whole file with a block copied from an older guide. Preserve keys that your generated file contains, even when another guide omits them.

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Core server settings

The following values are the settings most often used for a basic server. Where guides disagree, the disagreement is called out instead of presenting a possibly stale default as fact.

JSON key Purpose What is established
ServerName Name shown to players in the server list Accepts a string. Choose a recognizable name without relying on special formatting.
MaxPlayers Maximum number of players Reported range is 1–8. Guides disagree about the default; use the value in your generated file and set an integer within the supported range.
Password Join password An empty value makes the server open; a non-empty value requests a password on join. Some guides call this key ServerPassword, so use the exact key already present in your file. A maximum of 40 characters is reported.
LanOnly Visibility and accessibility mode true restricts the server to the LAN and hides it from the internet server list. false is the setting to use when making an internet-reachable server, subject to firewall and router rules.
SaveInterval Automatic-save interval An example uses 600, but the unit is not confirmed. Keep the generated key and confirm its behavior in your version before changing it.
SaveSlot Selects a world slot One guide reports slots 1–3, with each slot representing a separate world. Verify the available values in the generated file before switching a live server.
GameMode Overall mode Examples include Normal, Hard, and a custom mode. Capitalization differs between examples, so copy the spelling used by your file.

A minimal change set

For a first configuration, change only the name, player cap, password, and visibility. For example, your generated file may contain keys resembling these (the surrounding file and exact key names must come from your installation):

{
  "ServerName": "Forest Co-op",
  "MaxPlayers": 4,
  "Password": "use-a-private-password",
  "LanOnly": false
}

This is an illustration of value types, not a replacement template. Do not delete other properties from your file, and do not assume that a value shown here is your version’s default.

Passwords and player limits

Leave the password value empty only when you intend an open server. A password protects access but does not replace firewall rules or a private network design. Set MaxPlayers to the number of people you can support; the documented range is 1 through 8, while the starting default is inconsistent across guides.

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Game modes and custom settings

For a custom mode, guides describe a CustomGameModeSettings block. A separate GameSettings object is reported to apply to any mode, with Gameplay.TreeRegrowth as an example key. These names and capitalization have low-confidence, version-sensitive documentation. Edit such blocks only when your generated file already contains them, and retain the nesting exactly as generated.

Some guides also show IdleTargetFramerate and ActiveTargetFramerate, with example values of 5 and 60. Other guides omit them. Likewise, SkipNetworkAccessibilityTest, LogFilesEnabled, and IdleDayCycleSpeed appear in some examples but not others. Do not add these optional-looking keys blindly; an absent key may simply be unsupported by your build.

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Choose LAN-only or internet visibility

LAN-only play

Set LanOnly to true when everyone will play on the same local network. The server is hidden from the internet server list, and LAN play does not require port forwarding. The Windows firewall still has to allow the server, and the network profile should be set to Private rather than Public.

Players on the same network may still fail to connect if the firewall blocks the process, the machines are isolated by a guest-Wi-Fi setting, or the server is bound to the wrong interface. Resolve those network conditions before changing unrelated game settings.

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Internet-reachable play

For players outside the local network, set LanOnly to false, allow the server through the host firewall, and forward each required UDP port from the router to the server computer’s local address. Give the server computer a stable local address or a DHCP reservation so that forwarding does not silently point to another device later.

If the generated configuration includes an IP-address field, a single community comment advises leaving it at 0.0.0.0. That advice is not confirmed by an official guide, so do not invent or replace an address when the generated file already supplies a value. Test from an external network rather than assuming that a successful connection from the host proves internet reachability.

Open the required UDP ports

The commonly reported defaults are:

Port Protocol Reported role What to change if you customize it
8766 UDP Game traffic (GamePort) Match the configured game-port value in the host firewall and router rule.
27016 UDP Steam query and server listing (QueryPort) Match the configured query-port value everywhere.
9700 UDP BlobSync (BlobSyncPort) Match the configured BlobSync value everywhere.

These are UDP ports. Creating TCP-only rules will not satisfy the documented requirement. If your configuration changes a port, update all three places that matter: the JSON value, the Windows inbound firewall rule, and the router’s port-forwarding rule. Port labels also vary: some guides call the game port ServerPort and show placeholder numbers. Use the key and value in your generated file, not an old label.

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Windows firewall checklist

  • Allow the dedicated-server executable on the intended network profile.
  • Create inbound UDP rules for every configured port.
  • Confirm that a security suite or corporate firewall is not dropping the same traffic.
  • After changing a port, remove or disable stale rules so you know which values are active.

Router checklist for internet play

  1. Give the server computer a stable local IPv4 address.
  2. Forward UDP 8766, 27016, and 9700, unless your JSON uses different values.
  3. Point each forward to the server computer, not to a console or another PC.
  4. Save the router configuration and test from a connection outside your home network.

Grant owner privileges with ownerswhitelist.txt

Owner accounts are listed separately from the JSON settings. Open ownerswhitelist.txt in the same server data area and put one owner’s Steam ID on each line. Do not place several IDs on one line, add display names, or surround IDs with quotation marks.

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The numbers above illustrate the one-ID-per-line format; use the actual Steam IDs of the people who should have owner access. Keep a backup of this file with the rest of the server data. If an owner is not recognized, check for accidental spaces, blank-line formatting problems, an ID copied from the wrong account, and whether the server was restarted after the file was changed.

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Apply changes and verify the result

Save the file, close the editor, and start the server again. Community documentation is inconsistent about whether every edit strictly requires a restart, but restarting is the reliable way to ensure that the process rereads the JSON and owner list. Treat a running process as using its already-loaded values unless a change is visibly confirmed.

  1. Start the server with the edited files in the active data path.
  2. Watch startup output or logs for JSON parsing errors.
  3. From a client on the same LAN, test a LAN-only server before testing internet access.
  4. For a public server, confirm that the name appears in the list and that a remote player can join with the password, if one is set.
  5. Verify the player cap by attempting to join with the intended number of players.
  6. Join as an owner and confirm that the Steam ID was accepted.
  7. Stop the server cleanly and confirm that the selected save slot contains the expected world before inviting the whole group.

Change one setting group at a time during testing. If the server fails after a batch edit, restore the backup, start successfully, and reapply changes individually.

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Troubleshooting common failures

The configuration file is missing

  • Launch the dedicated server once; installation alone does not generate the file.
  • Check the Windows path under AppDataLocalLowEndnightSonsOfTheForestDS.
  • If the server was started with -userdatapath, inspect that custom directory instead.
  • Confirm that you are editing the data directory used by the account that actually runs the server.

The server stops immediately after an edit

  • Restore the last known-good backup.
  • Check every changed quotation mark, comma, brace, Boolean, and numeric value.
  • Compare key spelling and capitalization with the generated file.
  • Remove keys copied from an older plain-text or INI guide.
  • Read the startup log for the first parse error rather than fixing later symptoms.

The server is not visible

  • For LAN play, confirm that LanOnly is true, the Windows network profile is Private, and the firewall allows the process.
  • For internet play, confirm that LanOnly is false.
  • Check UDP 27016 for query/listing traffic and UDP 8766 for game traffic.
  • Verify that router forwards target the current local address of the server computer.
  • Check UDP 9700 as well; it is reported as the BlobSync port.
  • Test from outside the host’s network. A local connection does not prove that forwarding works.

Players can see the server but cannot join

  • Confirm that the password is exactly what the host expects and that it is no longer than the reported 40-character limit.
  • Check that the configured MaxPlayers value has not already been reached.
  • Make sure every changed port is identical in the JSON, firewall, and router.
  • Restart after editing so the running process loads the current values.

The wrong world loads

Check SaveSlot before starting. One guide reports slots 1–3 and treats each as a separate world. Because this setting is documented by only one low-confidence source, verify the choices shown in your generated file and restore the backup if a test start appears to use the wrong save.

Owner access does not work

  • Put one Steam ID on each line of ownerswhitelist.txt.
  • Remove display names, punctuation, and trailing spaces.
  • Ensure the file is in the active data path, especially when -userdatapath is used.
  • Restart the server after changing the list.

Maintenance after patches

Game updates can change configuration keys, defaults, or accepted values. Before applying a patch, back up the complete data directory. After the update, launch once with the existing files, compare the newly generated or updated structure with your backup, and recheck the names and capitalization of every key you changed. Pay particular attention to the password key, port labels, game-mode blocks, and optional performance or logging settings, because community examples do not agree on them.

Keep a short change log beside your backups: record the date, server version, selected save slot, ports, and who has owner access. This makes it easier to identify whether a connection failure followed a patch, a router change, or a configuration edit.

Recommended first configuration

For a small private group, use a descriptive ServerName, choose a MaxPlayers value from 1–8 that matches the group, set a strong password, leave LanOnly enabled for same-network play, and avoid changing advanced keys until the basic connection works. For remote friends, disable LanOnly and configure all three UDP ports in both the firewall and router. In either case, keep the generated JSON structure, back up the complete data directory, and put each owner’s Steam ID on its own line.

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