The Tool Desk
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For a normal public Rust server using Facepunch’s documented defaults, forward UDP 28015 for player connections and UDP 28017 for server-browser queries. Forward TCP 28016 only if you use RCON for remote administration, and TCP 28082 only if Rust+ is enabled. Every forwarded port must target the server’s stable LAN address, and the host firewall must allow the same protocol.
You need only the game port to let external players join directly. The query port controls browser visibility; RCON and Rust+ are separate services with different security implications.
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| Function | Setting | Default value | Protocol | Forward it when |
|---|---|---|---|---|
| Player game traffic | server.port |
28015 | UDP | Always for players connecting from outside your LAN |
| Steam/server-browser queries | server.queryport |
28017 with the unchanged defaults | UDP | When the server should appear in the in-game browser |
| Remote administration | rcon.port |
28016 | TCP | Only when an RCON client will connect remotely |
| Rust+ companion service | app.port |
28082 with the unchanged defaults | TCP | Only when Rust+ is enabled |
These defaults come from Facepunch’s official dedicated-server and Rust+ documentation, current as of 15 October 2026. If you changed a setting, forward the configured value instead of the default shown here.
What each port actually does
UDP 28015: the player connection
server.port carries the game traffic used when a player joins and plays. Facepunch documents 28015 as the default and specifies UDP. A direct connection can work with this port alone, provided players know the server’s public address and your router and host firewall pass the traffic.
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UDP 28017: browser discovery
server.queryport handles Steam/server-browser queries. It is separate from the game port and also uses UDP. Facepunch says the query port is required for the server to appear in the game’s browser. When you do not set it explicitly, it is one higher than whichever is greater: server.port or rcon.port. With 28015 and 28016, that produces 28017.
The game and query ports must be different. If you move the game or RCON port, recalculate the derived query value or set server.queryport explicitly, then forward that exact number.
TCP 28016: optional RCON administration
rcon.port is the TCP endpoint for RCON clients. Facepunch lists 28016 as the default. It is not needed for ordinary gameplay or browser listing. Leaving it unforwarded keeps remote administration inside your network; forwarding it makes remote control possible but increases the attack surface.
TCP 28082: optional Rust+
The Rust+ companion service uses app.port over TCP. Facepunch documents its default as the larger of the game port or RCON port, plus 67. With 28015 and 28016 unchanged, the result is 28082. The companion port must be reachable from the internet, and app.port must be at least 10000 for the Rust+ backend.
Choose the smallest configuration that meets your goal
| Goal | Ports to expose | What players or administrators get |
|---|---|---|
| Direct connections only | UDP game port | Players can join by address, but the server is not necessarily listed in the browser |
| Public browser listing | UDP game port and UDP query port | Players can join and discover the server through listings |
| Remote administration | Previous ports plus TCP RCON port | RCON clients can manage the server remotely |
| Rust+ companion features | Previous ports plus TCP app port | The Rust+ backend can reach the companion service |
| Private or LAN-only play | No internet forwarding, unless remote players are deliberately allowed | Access is restricted to local networking or another private network path |
For a private server, Facepunch’s hidden-server guidance recommends nonstandard ports and blocking the Steam query port. Query responses can reveal the server name, player count, map information and active players, and can make the server discoverable in listings. A nonstandard port is not a replacement for authentication or firewall rules, but it reduces casual discovery when combined with those controls.
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Prepare the server and network before creating rules
1. Give the host a stable LAN address
Port forwarding points to an internal address such as 192.168.1.50. If the router later gives the machine a different address, the rule still points to the old device and stops working. Create a DHCP reservation in the router, or assign a static address that fits your network’s addressing plan. Record the address before proceeding.
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2. Confirm which values Rust is using
Check the server startup parameters or configuration for server.port, server.queryport, rcon.port and, when applicable, app.port. Do not assume the defaults if you inherited a configuration, installed a management panel, or run more than one server. The router rules must match the values actually bound by the process.
3. Check whether the internet connection is reachable
You need an internet-reachable public address for unsolicited inbound connections. CGNAT, a second router, or an upstream modem-router can prevent a normal forward from reaching the host. Look at the WAN address shown by your router and compare it with the public address reported by an external service. If the router shows a private or carrier-grade range, contact the ISP about a public IPv4 option or use a hosting arrangement that permits inbound traffic.
Forward the ports in your router
Facepunch describes the path as public address and port to router, then router forwarding to the correct LAN IP. Router labels differ, but the required fields are the same: protocol, external port, internal or destination port, and destination LAN address.
- Open the router’s port-forwarding page. It may be under NAT, Advanced networking, Virtual server or Port forwarding.
- Create the game rule. Set protocol to UDP, external port to the configured
server.port(28015 by default), destination address to the reserved server IP, and destination port to the same number. - Create the query rule when listing is required. Set protocol to UDP and forward the configured
server.queryport(28017 with unchanged defaults) to the same destination port on the server. - Create an RCON rule only if needed. Select TCP and forward
rcon.port(28016 by default). If the router supports source-IP restrictions, allow only your office, home or VPN address range rather than the entire internet. - Create the Rust+ rule only when enabled. Select TCP and forward the configured
app.port(28082 with unchanged defaults). It must be externally reachable and at least 10000. - Save and apply the rules. Some routers restart networking or require an explicit Apply button. Avoid selecting “both” or “all” protocols when a rule needs only UDP or TCP; Facepunch recommends choosing the specific protocol.
Use the same destination port internally unless you have a deliberate reason to translate it. A public port can differ from the internal one, but mismatched values make troubleshooting harder and are unnecessary for a straightforward installation.
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Allow the same traffic through the host firewall
Router forwarding and firewall permission are separate gates. On the server operating system, add inbound rules for the exact configured ports and protocols:
- Allow UDP for
server.port. - Allow UDP for
server.queryportif browser listing is required. - Allow TCP for
rcon.portonly when RCON is enabled. - Allow TCP for
app.portonly when Rust+ is enabled.
Scope rules to the Rust server executable or service where your firewall supports application rules. Keep RCON and Rust+ disabled or blocked when you do not use them. After changing firewall settings, restart the server service if it does not immediately bind the new configuration.
Start Rust with matching settings
Facepunch’s documented startup parameters use the +setting value form, such as +server.port 28015. The important point is consistency: the value in the startup command or server configuration must be the value forwarded in the router and permitted by the firewall.
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- Set the new Rust parameter, including an explicit
server.queryportwhen you do not want the derived value. - Restart the Rust server and confirm that it binds the intended ports without an address-in-use error.
- Change the router forwarding rules to the new numbers and protocols.
- Change the host firewall rules to match.
- Test from outside the LAN rather than relying on a local connection that may use hairpin NAT.
Test each service in a controlled order
- Test player access first. From a different internet connection, connect using the public address and game port. A working direct connection proves that the game port, UDP forwarding, firewall and basic routing are aligned.
- Test browser visibility second. Wait for the listing to refresh, then search by the server’s name or filter. If direct connections work but the listing does not, focus on the query port rather than changing the game port.
- Test RCON separately. Use the configured RCON client, TCP port and password. Do not infer RCON health from a successful player connection; it is a different protocol and rule.
- Test Rust+ last. Verify the companion service is enabled, the TCP app port is reachable and its value is at least 10000. The Rust+ backend must be able to reach that port from the internet.
Perform tests from outside the server’s LAN. Many routers do not support NAT loopback, so a test from inside the same network can fail even when external players can connect, or appear to work through a local path that says nothing about internet reachability.
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Troubleshoot by symptom
Players cannot connect at all
- Confirm the running server’s
server.portand protocol are UDP. - Check that the router forwards the same UDP number to the current reserved LAN address.
- Check the host firewall for an inbound UDP rule.
- Verify the server is listening and has no port conflict with another process or server instance.
- Investigate CGNAT, double NAT or an upstream router. Every router between the public internet and the host needs a route, or the upstream device must be placed in bridge mode.
Players can connect, but the server is missing from the browser
- Verify that
server.queryportis configured and is not equal toserver.port. - Forward that query value as UDP to the server’s LAN address.
- Allow the same UDP value through the host firewall.
- Allow time for browser data to refresh after a restart or configuration change.
RCON does not work
- Confirm that RCON is enabled, the client uses TCP, and the client’s port matches
rcon.port. - Check the password and any
rcon.webconfiguration used by your setup. - Ensure the router rule is actually enabled and targets the current server IP.
- If local RCON works but remote RCON fails, inspect the WAN path and source-IP restrictions rather than the game port.
Rust+ remains offline
- Confirm that
app.portis TCP, externally forwarded and at least 10000. - Check the host firewall and any upstream router for the same TCP rule.
- Make sure the companion service is running and that the configured port follows the service’s current value, not merely the default.
Security practices for an internet-facing server
- Expose only the services you use. The game port is required for external play; query, RCON and Rust+ are optional.
- Use a strong, unique RCON password and restrict source addresses when possible.
- Prefer VPN or local-only administration over an unrestricted RCON exposure when your environment permits it.
- Keep the operating system, Rust server and router firmware updated.
- For a private server, use nonstandard ports, block the query port and apply firewall restrictions so discovery and access are intentional.
- Document every custom value. A short record of the game, query, RCON and app ports prevents accidental reuse and makes future troubleshooting faster.
Public, private and complicated network layouts
Public server on one router
This is the simplest case: one public IPv4 address, one router, a reserved LAN address and forwarding rules for the services you selected. The game and query services use UDP; RCON and Rust+ use TCP.
Double NAT or multiple routers
If an ISP gateway feeds a second router, the first device may receive the public address while the second owns the server’s LAN. Forward the required ports through both devices, or put the gateway into bridge mode and let one router perform NAT. A rule on only the inner router cannot receive traffic that the outer router never forwards.
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With carrier-grade NAT, the ISP shares an address among customers and does not deliver unsolicited inbound traffic to your router. Conventional port forwarding will not solve that limitation. Ask the ISP for a public IPv4 address, use a network service that provides an inbound tunnel or relay, or move the server to infrastructure with controllable networking.
Bottom line
Start with UDP 28015 for players. Add UDP 28017 for browser listing, TCP 28016 for RCON and TCP 28082 for Rust+ when those features are enabled and those defaults remain unchanged. Forward each configured value to a stable LAN address, allow the identical protocol through the host firewall, and test from outside your network. If direct play works but listing, administration or Rust+ does not, troubleshoot that service’s own port rather than opening every protocol on every port.
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