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RimWorld Together does not publish a numeric minimum for RAM, CPU model, clock speed, player count, or mod count. Its official project guidance describes hardware demands as light but calls for excellent network bandwidth. That is qualitative advice, not a promise that every mod list, world size, or public server will run well on any low-spec machine.

You can run the standalone server files on Linux or Windows, or use the project’s official container image with Docker or Podman. A local connection uses 127.0.0.1:25555; an Internet server also needs a publicly reachable endpoint, persistent data storage, and configuration that matches the clients joining it.

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What the official requirements actually say

The project repository says: “Thanks to the way the server is built, there aren’t any heavy hardware related dependencies, meaning that your hosting machine will only need to have an excellent network bandwith and a bit of everything else.” The spelling “bandwith” is retained from the project’s text.

That sentence establishes two useful points: the server is designed without heavy hardware dependencies, and network quality is particularly important. It does not define what “a bit” means. No official document located for this guide specifies a minimum amount of RAM, a CPU model or frequency, a supported player count, a maximum mod count, or a benchmark showing CPU and memory use under a known workload.

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A release note mentions improved RAM usage, but it does not turn that improvement into a minimum or recommended memory figure. Do not treat a number copied from another game, a generic Minecraft hosting chart, or an unverified forum estimate as an official RimWorld Together requirement.

Officially stated versus not established

Item What is established
RAM minimum Not stated by the project.
CPU model or clock speed Not stated by the project.
Player-count sizing No official scaling chart or benchmark found.
Mod-count limit No official limit or performance table found.
Network The project emphasizes excellent bandwidth; public operation also requires reachability.
Operating systems Server files are documented for Linux and Windows; macOS is unsupported.
Default connection port 25555 is used in the documented local and container examples.

This distinction matters when choosing hardware. The absence of a number is not evidence that any machine will work; it means the project has not published a universal threshold. Your actual workload—players, mods, map activity, uptime, and what else runs on the host—determines whether a particular computer has enough headroom.

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How to choose RAM and CPU without inventing a specification

Start with available capacity rather than a supposed RimWorld Together minimum. The machine must have enough memory for the operating system, the server process, its data, and any other services you deliberately run alongside it. It also needs CPU time for the server and for background tasks such as updates, backups, monitoring, or a container runtime.

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RAM decision points

  • Check free memory, not installed memory alone. A computer with many background applications can have little usable RAM even when its total capacity looks large.
  • Leave operating-system headroom. A host that constantly swaps to disk can become unreliable even if the server itself starts.
  • Account for your intended mod list and world. The project provides no measurement that converts either factor into gigabytes, so observe your own setup instead of relying on a generic tier chart.
  • Watch memory over time. A server that looks fine immediately after launch may behave differently after a long session, a larger settlement, or more players joining.

CPU decision points

  • Prefer a machine that can stay responsive while the server runs. A high peak clock number alone does not describe sustained performance on a small or thermally constrained device.
  • Consider single-thread responsiveness and total workload. The project does not publish a CPU utilization profile, so do not infer that a certain core count or frequency is officially required.
  • Reserve capacity for maintenance. Updates, compression, backups, and other services can compete with the game server.

If you publish or share a numerical recommendation based on independent testing, identify the server release, operating system, player count, mod list, world conditions, measurement method, and test date. No such measurement is established in the project materials covered here.

Supported ways to run the server

Standalone files on Linux or Windows

The project’s creation guide documents server files for Linux and Windows. Choose the package appropriate for the operating system, place the files on storage that remains available between restarts, and follow the project’s current launch instructions. Keep the server data directory separate from temporary files so that worlds and configuration survive updates or reboots.

macOS is listed as unsupported for the server. A Mac can still be used as a game client where supported, but it should not be presented as a documented server platform.

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Official container image

The repository also provides an official container image. The documented example expects Docker or Podman and maps a local directory named RWTData to /Data inside the container. It publishes port 25555. The mount is important: it keeps server files and world data outside the disposable container layer, allowing the container to be replaced without losing the persistent data directory.

  1. Install Docker or Podman on a supported host.
  2. Create a local directory for persistent data, using the directory arrangement shown in the project’s current container example.
  3. Run the official image with that directory mounted at /Data and port 25555 published as documented by the project.
  4. Confirm that the container remains running and that files appear in the mounted directory.
  5. Back up the mounted data before upgrades or major configuration changes.

The container method changes packaging and administration; it does not create a hardware guarantee. The host still needs free memory, CPU time, disk space, and a reliable network connection.

Connecting locally and making a server public

Local test

For a server running on the same computer as the client, the documented connection address is 127.0.0.1 with port 25555. Use this loopback test before troubleshooting routers or firewalls. If the local client cannot connect, check that the server process or container is running, that it is listening on the expected port, and that the client and server versions and required files match.

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Public access

A server for friends outside your home network needs a reachable endpoint. The configuration guide describes a server-browser setting and a public endpoint field. The exact address, firewall rules, router behavior, and hosting controls differ by network, so there is no universal sequence that makes every home connection reachable.

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  • Verify that the host has an address other players can reach, rather than only a private LAN address.
  • Configure the host firewall and, where applicable, the router or other network gateway for the server’s listening port.
  • Enter the public endpoint in the project’s configuration as required for browser visibility.
  • Test from a separate network, such as a phone hotspot, instead of relying only on a same-LAN test.
  • Check whether the Internet connection uses carrier-grade NAT or another arrangement that prevents inbound connections; in that case, a rented host or a network service that provides reachability may be necessary.

Opening a port by itself does not guarantee public access. The host, gateway, Internet provider, and server configuration must all permit the connection.

World creation and mod coordination

The first player to join sets up the shared world. Decide who will perform that first connection and agree on the intended scenario before inviting the rest of the group.

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Mods that change the map, factions, events, or other world-defining content need particular attention. The project’s guidance stresses aligning the relevant mods so that every participant is joining a coherent shared setup. Prepare the server’s mod list, have players install the matching versions, and avoid changing world-affecting content casually after the world has been created.

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  1. Choose the server release and the mod versions everyone will use.
  2. Install and configure the server before the first player joins.
  3. Have the designated first player create the shared world.
  4. Confirm that other players use the same required world-affecting mods and compatible versions.
  5. Back up the persistent data before experimenting with major mod changes.
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Self-hosting versus renting a host

Neither the project repository nor its wiki supplies a vendor price list or endorses a particular provider. The practical choice is between operating a machine you control and paying someone else to keep a server online.

Decision area Self-hosted machine Rented host
Software support You install the documented Linux or Windows files, or operate the container image yourself. Confirm that the service permits the documented server files or container workflow.
Network You are responsible for bandwidth, public reachability, firewall, and router limitations. The host should provide an Internet-reachable endpoint, but verify its networking controls.
Persistent data You choose the disk, directory layout, and backup schedule. Verify persistent storage and how backups or restores work.
Maintenance You handle updates, restarts, logs, security, and recovery. Some administration may be simplified, but the service’s support boundaries still apply.
Cost Uses existing equipment or your electricity and maintenance budget. Recurring charges vary; no compatible provider price is established here.

For a short session with a reliable home connection, an existing computer may be practical. For a 24/7 server, weigh electricity, noise, uptime, backups, and public reachability against the recurring cost and support terms of a rented machine. Do not select a host solely because it advertises a generic game-server plan; verify that you can run the required files or container and retain the data directory.

Monitoring and troubleshooting

Because there is no official player-count or resource benchmark, monitoring your own workload is the safest sizing method. Record memory use, CPU load, network throughput, disk space, disconnects, and restart history while the intended players and mods are active.

Server starts but players cannot join

  • Test 127.0.0.1:25555 on the host first.
  • Confirm that the process or container is listening on port 25555.
  • Check the host firewall and any router forwarding or access-control rules.
  • Test from outside the local network and verify the configured public endpoint.

Players join but the world is inconsistent

  • Compare the server and client versions.
  • Compare mods that affect the map, factions, events, or other shared-world data.
  • Restore the last known-good data backup before changing several variables at once.

The host becomes slow or unstable

  • Inspect memory pressure and swapping, then close unrelated services or move them elsewhere.
  • Check sustained CPU load and thermal throttling rather than one short peak.
  • Measure network saturation and packet loss, especially during busy periods.
  • Review logs and recent changes, including updates and mod additions.

Apply updates deliberately and retain a backup of the mounted data or standalone server directory before making changes. Re-test with the real player and mod workload after each significant change.

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A practical pre-launch checklist

  • Supported operating system selected: Linux or Windows; macOS is not documented as supported for the server.
  • Standalone files or the official container image installed.
  • Docker or Podman available if using the container method.
  • Persistent data directory configured; for the container example, the local RWTData directory is mounted at /Data.
  • Port 25555 available and tested locally.
  • Public endpoint, firewall, and router arrangement tested from another network if outside players will connect.
  • First-player world creation planned.
  • World-affecting mods and versions agreed and installed consistently.
  • Backups and a restore procedure tested.
  • CPU, memory, disk, and network monitoring enabled for the actual workload.

The reliable way to size a RimWorld Together server is therefore empirical: start with a supported deployment, provide sensible headroom, measure the workload you actually intend to run, and adjust the host when those measurements show sustained pressure. The project’s qualitative guidance supports a light-hardware expectation, but it does not justify a universal RAM or CPU number.

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