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Use UDP port 11000 for a standard Nitrox Subnautica server. Players on the same network connect with the host computer’s LAN address, the host’s own client can use 127.0.0.1 (localhost), and friends connecting over the internet need the externally reachable address shown in the Nitrox server window. Internet hosts must forward UDP 11000 from the router to the computer running the server and allow Nitrox through the firewall.

The default Nitrox port and protocol

Nitrox’s official hosting guide identifies the default as UDP port 11000. UDP is the protocol that matters for the normal game-server connection; forwarding only TCP 11000 does not satisfy the official hosting instruction.

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Setting Default or required value What it controls
Server port 11000 The port on which the Nitrox server listens by default
Primary protocol UDP The traffic your router and firewall must permit for ordinary hosting
Internet forwarding UDP 11000 to the host computer Moves unsolicited internet traffic from the router to the machine running Nitrox
LAN connection Host’s local IP address Lets players on the same home network reach the server without public-internet routing
Host’s own client 127.0.0.1 or localhost Routes the client back to the server on the same computer

Some Nitrox deployment examples expose both TCP and UDP 11000, particularly in container-oriented configurations. That does not change the official desktop hosting direction: start with UDP 11000. Add TCP only when the specific deployment documentation for your setup requires it.

Which IP address should players use?

The correct address depends on where the player is connecting from. Nitrox displays usable addresses in the server window, so use those values rather than guessing which address a friend should type.

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Players on the same home network

Give them the host computer’s private LAN address, commonly an address in a private range such as 192.168.x.x or 10.x.x.x. This traffic stays inside the local network and normally does not need router port forwarding.

The host joining its own server

Use the launcher’s “My server” or localhost path, or enter 127.0.0.1 when the interface asks for an address. This loopback address points to the server running on the same computer and is not an address to share with friends.

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Friends connecting from the internet

Send the address intended for port-forwarded connections, which Nitrox shows in the server window. A remote player adds that address through Multiplayer in the Nitrox launcher. Sharing the host’s LAN address with an internet player will not work because private addresses are not reachable across the public internet.

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What you need before forwarding a port

  • A working Nitrox installation and the Subnautica installation it uses.
  • Permission to administer the computer that will run the server.
  • Administrative access to the home router, because forwarding is configured there.
  • The host computer’s current LAN IP address, so the router knows where to send incoming traffic.
  • Permission to create firewall rules on the host computer.

Port forwarding sends traffic to a specific device. If the host computer receives a different LAN address later, the existing router rule can point at the wrong machine even though the port number is correct. Check the destination address whenever you troubleshoot a server that used to work.

How to host a Nitrox server over the internet

  1. Start the launcher with administrator rights. Open Nitrox Launcher and use the option to start the server. Running it as an administrator can help the server create its listening process and apply local networking changes.
  2. Read the server window. Note the local address and the address Nitrox identifies for port-forwarded friends. Keep the server running while you perform the connection test; an open router rule cannot help if no server process is listening.
  3. Open your router’s port-forwarding page. Router brands use different names, including Port Forwarding, Virtual Server, NAT Forwarding, or Applications and Gaming. Use the router’s own instructions for the exact menu path.
  4. Create a rule for the host computer. Set the destination device to the host’s LAN IP, set the port to 11000, and select UDP. If the router separates external and internal fields, use 11000 for both unless your router documentation or a deliberately customized Nitrox configuration says otherwise.
  5. Save or apply the rule. Some routers restart networking services after applying a NAT rule. Wait for the router to finish before testing, and verify that the rule still shows the intended device and protocol.
  6. Allow the applications through the host firewall. Create exceptions for Subnautica.exe and NitroxServer-Subnautica.exe. The official hosting guidance specifically calls out both executables when blocked connections occur. If the firewall asks whether to allow private and public networks, choose only the network scopes appropriate for your setup and security policy.
  7. Give remote players the correct address. Send the externally usable address displayed by the Nitrox server window, not 127.0.0.1 and not the host’s private LAN address. Friends open Multiplayer, add the server IP, and connect while the server is running.

The router rule, firewall exceptions, server configuration, and client entry must describe the same endpoint. A mismatch in even one of those locations can look like a failed server when the real problem is simply that traffic is being sent somewhere else.

Automatic UPnP, manual forwarding, or a VPN

Nitrox’s homepage advertises automatic UPnP port mapping: “Nitrox automatically opens the required ports making it possible to connect to your friends straight away without any need for third-party VPN software.” UPnP asks a compatible router to create the required mapping automatically. It is convenient, but it depends on UPnP being supported and enabled on the router and on the network allowing the request.

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Method Setup effort Router compatibility Inbound exposure What players need
UPnP Lowest when it works Requires a router that supports and permits UPnP Creates an automatic port mapping Players use the address Nitrox provides; no VPN client is required
Manual forwarding More involved; requires router administration Works when the router permits a UDP forwarding rule Explicitly exposes the selected server port to the host Players use the externally reachable address shown by the host
VPN-based connection Requires installing and configuring a VPN solution Can avoid direct inbound forwarding when all players join the same virtual network May avoid opening the game port on the public router Every participating player generally needs the VPN client and virtual-network address

There is no authoritative performance, latency, player-capacity, or success-rate comparison published in the available Nitrox hosting material. Choose based on whether your router supports UPnP, whether you are comfortable with an explicit inbound rule, and whether every participant can install and use a VPN client.

When UPnP does not open the port

First confirm that UPnP is enabled on the router and that Nitrox is allowed to request mappings. If the mapping still does not appear, use a manual UDP rule or a VPN alternative. Do not assume that a UPnP-enabled computer guarantees that every router or ISP path will accept the request.

Using a custom Nitrox port

Deployment documentation describes port 11000 as configurable in server.cfg. A custom port can be useful when another service already occupies 11000 or when your network policy requires a different endpoint, but changing the configuration creates more places to keep synchronized.

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  1. Set the desired port in the Nitrox server configuration.
  2. Restart the server so it listens on the new value.
  3. Forward that same port as UDP from the router to the host computer.
  4. Permit the same port in the host firewall, along with the Nitrox executables.
  5. Give players the connection details that correspond to the changed port and have them add the server in the launcher.

If the server configuration says one port while the router, firewall, or client uses another, the connection will fail even if each individual rule appears valid. The standard 11000 setting avoids that extra coordination and is the best starting point for a first setup.

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Troubleshooting a Nitrox connection

Symptom Checks and corrective action
Remote players cannot connect Confirm that the server is running, the router forwards UDP 11000 (or the configured custom port) to the correct LAN IP, and both Subnautica.exe and NitroxServer-Subnautica.exe have firewall exceptions.
LAN play works, but internet play fails The local server is reachable, so focus on the router rule, the externally shared address, possible ISP-level inbound restrictions, and the firewall. Recheck that the rule is UDP rather than TCP-only.
The host can join, but friends cannot The host may be using localhost, which bypasses the public route. Friends must use the externally reachable address shown in the server window. Verify the exact address shared with them.
UPnP did not open the port Check router UPnP support and settings, then switch to manual forwarding or a VPN. Automatic mapping is not guaranteed across all router configurations.
A custom-port server fails Compare the value in server.cfg, the router’s external and internal port fields, the firewall rule, and the port entered by clients. Every location must use the same configured value.

Check the server before changing network settings

If nobody can connect, start with the server window. Make sure the process is still running and that Nitrox reports the expected addresses. A stopped server, a closed launcher, or an address copied from a previous session cannot be repaired by adding more router rules.

Check the destination device

Port forwarding is tied to the host’s LAN address. Compare the address in the router rule with the address currently assigned to the computer running NitroxServer-Subnautica.exe. Correct the rule if the host moved to another private address.

Check the firewall after forwarding

A correctly forwarded packet can still be discarded locally. Add or review exceptions for both named executables, then retry while the server is active. The official guidance identifies firewall blocking as a specific cause when either the host or other players cannot connect.

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Consider network-level restrictions

If local connections work, the server and game installation are probably functioning. Internet-only failure points toward NAT or ISP restrictions, the public address being shared incorrectly, or a router rule that is absent or aimed at the wrong computer. In those cases, manual forwarding or a VPN may be more practical than repeatedly reinstalling the game.

Security and reliability considerations

Forward only the port the server needs, and forward it to the intended host computer. Keep the server and game software updated through their normal distribution channels, and remove the router rule when you no longer host publicly. UPnP is convenient because it automates the mapping, but manual forwarding gives you a visible rule that can be reviewed and deleted.

Do not publish your localhost or LAN address as though it were a public address. Conversely, do not expect an internet friend to reach a private LAN address. Treat the address shown for port-forwarded connections as the one to distribute, and give LAN players the private address when everyone is on the same network.

What the official guidance does and does not specify

The concrete configuration figure established by the official Nitrox material is UDP port 11000. The guidance explains forwarding, firewall exceptions, UPnP, and VPN alternatives, but it does not publish a guaranteed player limit, required upload bandwidth, latency target, or connection success rate. Those values depend on the host’s network, router, ISP, and the particular game session, so they should not be treated as fixed Nitrox requirements.

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