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Playing with friends? Godlike.Host runs hosted Unturned servers from 10 data-center locations, with free DDoS protection.
To make an Unturned LAN server, install the separate Unturned Dedicated Server (U3DS) tool, start it with +LanServer/<ServerID>, wait until the console says Loading level: 100%, and have friends join through a Steam invitation or the newly generated Server Code. Players must be connected to the same home, school, or office network; a LAN-only server does not need port forwarding.
This guide covers Windows and Linux setup, configuration, Workshop maps, saving, invitations, common connection failures, and what changes if you later want people on the public internet to connect.
What you need before starting
U3DS is installed separately from the normal Unturned game. You can install it through the Steam Library or use SteamCMD if you want command-line control, repeatable scripts, or several server installations. Windows and Linux are supported for hosting. macOS hosting is unsupported.
- A computer that will remain running while people play.
- Unturned Dedicated Server (U3DS) installed on that computer.
- All players connected to the same local network for LAN play. Wi-Fi and wired Ethernet can be mixed on the same network if the router allows devices to communicate.
- Permission to allow the server through the host computer’s firewall when the operating system asks.
- A different ServerID for each independent server world or configuration you want to keep separate.
A wired Ethernet connection can be more stable for a stationary host, while Wi-Fi is easier to deploy. Both can work for a small LAN server; the important requirement is that every device is on the same reachable LAN rather than an isolated guest network.
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Install the Unturned Dedicated Server
Install from the Steam Library
Open Steam on the computer that will host the game, search the Library for the Unturned Dedicated Server tool, and install it separately from the playable Unturned client. Let Steam finish downloading and updating the tool before creating a launch script. The server files are commonly found in Steam’s steamapps/common/U3DS/ directory.
Install or update with SteamCMD
SteamCMD is useful on a headless Linux machine, for scripted deployments, and when you want to update the server without using the graphical Steam client. Start SteamCMD and run:
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app_update 1110390
quit
The command downloads or updates U3DS under steamapps/common/U3DS/. To verify and repair downloaded files during an update, add validate:
app_update 1110390 validate
Run the update again whenever you deliberately maintain the installation. Updating the server does not replace your saved world folder, but make a backup of important saves before major game or mod changes.
Start the server in LAN mode
The launch argument is what makes this a LAN server. Use +LanServer/ followed by a ServerID that you choose. The ID becomes part of the server’s saved-data and configuration path, so use a stable, descriptive value such as FamilyWeekend or MyServer.
Windows
- Open the U3DS installation folder.
- Create a new text file there and rename it with a
.batextension, for exampleStartLAN.bat. Confirm that Windows is not hiding file extensions; otherwise you may accidentally createStartLAN.bat.txt. - Open the batch file in a text editor and enter:
start "" "%~dp0 ServerHelper.bat" +LanServer/MyServer
Save the file and double-click it. The %~dp0 expression points to the folder containing the batch file, so the script continues to work if you move the whole U3DS folder. Replace MyServer with your chosen ServerID, but keep the slash after LanServer.
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Linux
Open a terminal in the U3DS directory and run:
./ServerHelper.sh +LanServer/MyServer
If Linux reports that the script cannot be executed, make it executable once with chmod +x ServerHelper.sh, then run the launch command again. Use a separate ServerID when you want another world, another set of settings, or a test installation.
Wait for the first startup to finish
The first launch creates the server’s folders and initial files. Do not try to connect while the level is still loading. Wait for the console message Loading level: 100%. When you are ready to edit settings, type Shutdown in the server console rather than closing the window abruptly. A clean shutdown prevents an incomplete save and leaves the generated files ready for editing.
Let friends join your LAN server
Steam invitations
Once the level has reached 100 percent, the server is normally visible to players on the same LAN connection. Friends who are connected to that LAN can also join through a Steam invitation when the host sends one from the running game or server session. They must have the same Unturned version and any required Workshop content.
Join with the Server Code
U3DS creates a 17-digit Server Code for the running session. Give friends the code generated by the current launch, then have them open Unturned’s direct connection option and enter it in Connect Directly. The code can change every time the server starts, so do not reuse yesterday’s code after a restart. Copy it again from the current server session.
What to tell players
- Connect to the same non-guest Wi-Fi or wired network as the host.
- Wait until the host confirms Loading level: 100%.
- Use the Steam invitation or enter the current 17-digit Server Code in Connect Directly.
- Allow Unturned through a firewall prompt if the operating system displays one.
- Install any Workshop maps or mods that the server requires; the server can trigger downloads when they join.
Configure the server files
After the first launch, server data is stored under U3DS/Servers/<ServerID>/. The main settings file is Server/Commands.dat. Put one command on each line and close the server before changing most settings. A typical file might look like this:
Name My Unturned Server
Map PEI
MaxPlayers 24
Owner YourSteamID64
Password ExamplePassword1234
PvE
Perspective Both
Port 27015
This example is a starting point, not a requirement to use these exact values. Remove or change lines that do not match your group. After editing, save the file and launch the same ServerID again.
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Server name
Name controls the name players see in the server browser and related connection screens. Choose a name your group can recognize, especially if several servers are running on the same network.
Map selection
Map selects the installed map by its valid map name. If the map name is misspelled or unavailable, the server may fail to load the intended world. Start with a built-in map such as PEI while testing the installation, then add custom content after the basic LAN connection works.
Player limit
MaxPlayers sets the maximum number of simultaneous players. Set it to a number appropriate for the host computer and your group rather than assuming that a larger value is always better.
Owner and administration
Owner takes the host administrator’s SteamID64. Use the correct 64-bit Steam identifier, not a display name. An owner can use administrative commands in the server, so keep this value private and verify the ID before sharing the server with others.
Password protection
Password restricts entry to people who know the configured password. This is useful when several households share a network or when you do not want every device on the LAN to enter. Change the password in the file while the server is stopped, then distribute it privately.
Player-versus-environment mode
Add PvE to enable player-versus-environment rules rather than player-versus-player combat. Decide this before inviting the group because it changes how players can interact and fight.
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Perspective
Perspective Both allows the perspectives supported by the server configuration. If you want to restrict the view mode, use the perspective value appropriate to your desired rules instead of Both.
Port setting
Port 27015 sets the server’s base port. For a LAN-only setup, you normally do not need to change it or configure the router. If you run more than one server on the same computer, each instance needs its own non-conflicting port arrangement and its own ServerID.
Add Workshop maps and mods
Custom maps and mods are configured separately from the basic commands. Add the relevant Steam Workshop file IDs to WorkshopDownloadConfig.json in the server’s configuration area. During startup, U3DS downloads the listed items and their dependencies. Players joining the server are then prompted to download the required content automatically.
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Shutdown. - Open the
WorkshopDownloadConfig.jsonfile for the selected ServerID. - Add the Workshop file IDs using the file’s existing JSON structure; do not turn the IDs into ordinary map names.
- Save the file and start the server again with the same
+LanServer/<ServerID>argument. - Watch the startup output for download or dependency errors before asking friends to connect.
For a custom map, the map value in Commands.dat still needs to match the map’s valid name. The Workshop file ID downloads the content; it does not automatically correct a misspelled Map command.
Save progress and stop the server safely
Unturned does not provide built-in autosave according to the server setup documentation. Treat saving as an explicit administrator task.
- Type
Savein the running server console before a planned restart or maintenance window. - Use
Shutdownwhen you want to save and close the server cleanly. - Do not terminate the process or power off the host while players are active unless the server is unresponsive and you accept the risk of losing recent progress.
- Back up the relevant
U3DS/Servers/<ServerID>/data before changing maps, removing mods, or making major updates.
A saved world remains associated with its ServerID. Launching a different ID points U3DS at a different configuration and saved-data folder, which can look like a missing world if you accidentally change the ID.
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LAN hosting versus internet hosting
LAN mode is intended for players on the same local network. It does not require router port forwarding, a public address, or internet-facing server authentication. This is the simplest and safest choice for a household or local event.
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Internet access is a separate setup. If people outside your LAN must connect directly by IP address or domain, the documented forwarding arrangement uses two consecutive UDP ports. The default pair is UDP 27015 and 27016, both forwarded to the host computer’s local IPv4 address. The router’s destination must remain the same host machine, and the computer’s local address should be stable so the forwarding rule does not point at a different device later.
The internet-hosting configuration also involves a Game Server Login Token and either Fake IP or port forwarding. Those requirements do not apply to a strictly local +LanServer session. Do not switch to +InternetServer/<ServerID> merely because a LAN player cannot connect; first check the local network, firewall, launch argument, and server readiness.
Troubleshoot connection and startup problems
The server does not appear to friends
- Confirm every player is on the same LAN, not a guest or client-isolated Wi-Fi network.
- Wait for Loading level: 100% before searching or inviting.
- Check that the script says
+LanServer/<ServerID>, not+InternetServer/<ServerID>. - Approve the operating system’s firewall prompt for the server when it appears.
- Have a player try the current Server Code instead of relying on an old browser result.
The Server Code no longer works
Read the code from the current launch and send it again. U3DS can generate a different 17-digit code after every restart, so a code copied before maintenance may identify an old session.
The server loads the wrong map or fails during map startup
Stop the server and inspect the Map line in Commands.dat. Use the map’s valid name exactly. For Workshop content, confirm that the file ID is present in WorkshopDownloadConfig.json, that dependencies are listed or available, and that the server has completed the download before players attempt to join.
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Players are missing mods
Check the Workshop configuration, restart the server so U3DS can install the listed files and dependencies, and let clients finish their automatic downloads. A player who joins before the content is available may need to disconnect and try again after startup completes.
Recent progress disappeared
Use Save before restarting and Shutdown before closing the server. If you launched a different ServerID, return to the ID that owns the original world. The absence of autosave means progress made after the last explicit save may not be recoverable after a forced close.
An internet player cannot connect
First determine whether the server is still meant to be LAN-only. If the player is outside your local network, LAN discovery and the LAN Server Code are not a substitute for internet hosting. For direct public access, configure the separate internet mode, login-token requirement, and either Fake IP or both consecutive UDP forwarding rules, with the rules targeting the host’s local IPv4 address.
Quick Recap
A practical first-session checklist
- Install U3DS through Steam or SteamCMD.
- Create the Windows batch file or use the Linux shell command with
+LanServer/<ServerID>. - Start the server and wait for Loading level: 100%.
- Use
Shutdownand editServer/Commands.datfor the name, map, player limit, owner, password, PvE, perspective, and port. - Add Workshop IDs to
WorkshopDownloadConfig.jsonif custom content is required. - Start the same ServerID again.
- Copy the newly generated Server Code or send a Steam invitation.
- Have every player connect through the same LAN and download required Workshop content.
- Use
Savebefore planned restarts andShutdownwhen the session is over.
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