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If a Vintage Story friend cannot join your world, first determine whether the player is on the same home network or connecting over the internet. Same-network play uses Open to LAN, the host computer’s current private IP address, and firewall rules. Internet players need a dedicated setup with TCP and UDP port 42420 forwarded to the host, or a VPN that places everyone on one virtual network.
Work through the checks in that order. Keep the host world open for an Open to LAN session, test with a second device on the same LAN before changing router settings, match the exact game and mod versions, and remove non-vanilla mods while diagnosing. If the world must remain available when the host is not playing, switch to the dedicated server program or a hosted server.
Start by identifying the connection type
The most common mistake is applying an internet-hosting fix to a local-network problem, or expecting Open to LAN to work for someone outside the house. Classify the player before changing settings.
| Player location | Correct approach | What must remain available |
|---|---|---|
| Same home Wi-Fi or Ethernet | Open the single-player world to LAN and connect with the host’s private LAN address. | The host world must stay open in the host’s game session. |
| Outside the home network | Use a dedicated server with router forwarding, or use a VPN that connects the players to one virtual network. | The server process and the forwarded or virtual-network path must stay available. |
| Always-on world for a group | Run the dedicated server program locally or choose a hosted server. | The dedicated server computer or hosting service must remain online. |
For a same-house connection, do not begin with port forwarding. The official Vintage Story troubleshooting guidance recommends testing from another computer on the same LAN first. That test separates game, firewall, and local-network problems from router and internet problems.
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Use this fix order
- Confirm the access type. Decide whether the joining player is on the same reachable LAN or is remote.
- Confirm the host process. An Open to LAN world must still be open; a dedicated setup must have
VintagestoryServer.exerunning. - Check firewall permissions. Permit the appropriate Vintage Story executable on both sides of the connection.
- Enter the host’s current private IP address. Do not reuse an old address after the host reconnects to Wi-Fi.
- Verify network membership. Guest Wi-Fi, client isolation, separate VLANs, or a VPN interface can make two connected devices unable to reach one another.
- Match game and mod versions. Temporarily test with the vanilla Survival, Creative, and Essential mods.
- Check rejection settings. A reachable server can still deny a player because of a whitelist or password.
- Only for remote players, configure TCP and UDP port 42420 or use a VPN.
Open a single-player world to LAN correctly
1. Open the world from the escape menu
Load the single-player world on the host computer. Press Escape and choose Open to LAN. This creates a temporary multiplayer session from that world; it is not an always-on server.
2. Keep the host session open
The host must remain in the world while other players connect and play. Closing the world, leaving the session, or shutting down the host computer ends this ad-hoc server. If the group needs to play while the original host is away, use the dedicated server option described later.
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3. Have the other player add the server manually
On the joining computer, add a server entry using the host’s current private LAN IP address and the configured game port. Manual entry is useful when automatic discovery does not show the world. The host should obtain the address from the computer’s current network information, not from an old screenshot or a previous session.
4. Test from a second device on the same LAN
Before inviting an internet friend, connect a second computer on the same home network. A successful local test confirms that the world is open, the local address is correct, and the basic firewall path works. If the local test fails, router port forwarding will not fix the underlying problem.
Allow Vintage Story through both firewalls
A server can be running and still be unreachable if the operating system blocks its network traffic. The official troubleshooting guidance specifically says not to block internet access for VintagestoryServer.exe. For an Open to LAN session, the host and client game applications also need to be permitted.
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Host computer
- Allow
Vintagestory.exefor the host’s game session when the world is opened to LAN. - Allow
VintagestoryServer.exewhen running a dedicated server. - When the firewall asks for a network profile, apply the permission to the profile actually used by the host’s LAN. Avoid creating a rule that only applies to a disconnected profile.
Joining computer
- Allow
Vintagestory.exethrough the client firewall. - If security software has its own application-control list, add the game there as well.
- After changing a rule, retry the connection rather than relying on a previous failed attempt; some firewall prompts appear only when the application makes a new connection.
Do not treat a temporary firewall shutdown as a permanent solution. If disabling protection appears to help, restore it and create a narrow application or network rule instead. The useful diagnostic result is that the firewall rule needs adjustment, not that the computer should remain unprotected.
Verify the private LAN address and network path
Use the host’s current address
The joining player must use the host computer’s private address on the local network. A router can assign a different local address after the host disconnects and reconnects to Wi-Fi, restarts the router, or changes adapters. Recheck the address whenever the network connection changes.
An address that worked yesterday can therefore produce an “unable to connect” message today even though the world and firewall settings are unchanged. Replace the saved server address with the host’s current private LAN IP, then retry.
Confirm both devices are on the same reachable LAN
Both computers may show that they are connected while still being unable to communicate. Common causes include guest Wi-Fi, wireless client isolation, separate VLANs, or a VPN interface that changes the route. These are networking conditions rather than Vintage Story world settings.
- Connect both devices to the same ordinary home network rather than a guest network.
- Temporarily disconnect a VPN while performing the local test, unless the VPN is intentionally being used as the shared network.
- If the home has multiple access points or wired and wireless segments, test with both computers on the same segment.
- Use another LAN computer for the test before changing game configuration.
If a second device cannot reach the host on the same LAN, resolve the network segmentation or isolation first. If the LAN test succeeds but an external friend fails, move to the remote-player section instead of changing local addresses repeatedly.
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Make the game and mod sets compatible
Vintage Story multiplayer requires the client and server to use matching game versions. A connection can fail even when the IP address and firewall are correct if one side has been updated and the other has not.
Check the exact game version
Compare the version shown by the host and every joining player. Update or roll back so that all participants use the same version before testing again. Record the version when a working world is created; that makes it easier to identify an update-related failure later.
Remove mod variables during diagnosis
Mods add another compatibility requirement: the relevant mod must be present in a compatible version on both sides. Compare the enabled mod lists and their versions. Then temporarily remove non-vanilla mods from both client and server and test a clean session.
The official troubleshooting guidance recommends testing with only the vanilla Survival, Creative, and Essential mods. If a vanilla session works, add the other mods back in a controlled sequence until the incompatible item is identified. Do not use a successful vanilla test as proof that every mod is safe; it only isolates the network and base-game path from mod-related failures.
Distinguish a reachable server from a refused player
Not every failed join is a routing failure. A server may be reachable and still reject a player because of access controls.
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Whitelist checks
If the server uses a whitelist, the host must confirm that the joining player is allowed. Verify the player identity exactly as the server expects it, then retry after the whitelist change has been applied.
Password checks
If a password is configured, provide the current password to the joining player and check for typing errors. A wrong password can look like a general connection failure to someone who has not first confirmed that the server is reachable.
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“Connection refused” usually warrants two checks: whether the server is actually listening on the expected port and whether a firewall rule is rejecting the connection. For Open to LAN, confirm that the host world is still open. For dedicated hosting, confirm that VintagestoryServer.exe is running and that the joining player is using the configured address and port.
Connect remote friends with port forwarding or a VPN
Open to LAN is designed for players on the local network. A friend on another household’s internet connection cannot normally reach that private address directly.
Forward the required port
The official setup guidance specifies forwarding TCP port 42420 and UDP port 42420 from the router to the computer running the server. The forwarding destination must be the host’s current private LAN address. If that address changes, a rule pointing to the old address no longer reaches the server.
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After forwarding, the remote player uses the connection address appropriate for the server setup rather than the host’s private LAN address. Keep the host or dedicated server running while the remote player tests.
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Why automatic UPnP may not be enough
Vintage Story’s guide notes that UPnP can attempt router configuration automatically but may fail. Router firmware, disabled UPnP, carrier-grade network arrangements, or security policies can prevent the automatic mapping. When UPnP does not produce a working path, create the TCP and UDP 42420 rules manually or use a VPN.
Use a VPN when router forwarding is impractical
A VPN can place the players on a shared virtual network, avoiding direct inbound forwarding on the home router. Each participant must join the same VPN network, and the host should still allow the game or server executable through its firewall. Treat the VPN address as a separate network path: use it consistently and avoid mixing it with the host’s ordinary private Wi-Fi address.
Choose dedicated or hosted service for an always-on world
Dedicated server on your own computer
The dedicated server program runs independently of the host’s normal game client. This lets the world remain available while the owner is not actively playing. Run VintagestoryServer.exe, keep its data path separate from the client’s active game data, and apply the same version, mod, firewall, and network checks used for any multiplayer server.
Local self-hosting has an operational cost: the server computer must stay powered on and connected, and remote players still need the router forwarding or VPN path. It is a practical choice when the group wants control over the machine and is comfortable maintaining it.
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Hosted server
A paid hosted service is the simpler persistent option when nobody wants to keep a home computer online or configure a router. The provider handles the server’s availability, while the group remains responsible for choosing compatible game and mod versions and for managing access settings. The exact controls and pricing depend on the provider, so verify those details before purchasing.
For a family or friend group playing in the same building, the official self-hosting overview says local hosting is generally the best fit. For a distributed group that needs the world available at any time, dedicated or hosted service avoids tying availability to one player’s game session.
Symptom-to-fix guide
| What you observe | Most useful next check |
|---|---|
| The world does not appear for a nearby player | Confirm both devices are on the same reachable LAN, then add the host’s current private IP manually. |
| A nearby player receives “unable to connect” | Keep the host world open, verify both firewalls allow the game, and confirm the game versions match. |
| The host can play but nobody else can join | Check the host firewall and confirm the host is using the expected Open to LAN or dedicated-server process. |
| The connection worked until the host rejoined Wi-Fi | Recheck the host’s private LAN address; the router may have assigned a new one. |
| Vanilla works but the modded world fails | Compare mod lists and versions, then add non-vanilla mods back one at a time. |
| An internet friend cannot join, while a same-LAN test works | Configure TCP and UDP 42420 forwarding to the server host, or place everyone on a VPN. |
| The remote path worked through UPnP and then stopped | Inspect the router’s mapping and replace automatic UPnP with manual forwarding if necessary. |
| The server is reachable but a particular player is rejected | Check the whitelist and password before changing router or firewall settings. |
| The group needs to play without the original host | Move the world to the dedicated server program or a hosted server. |
Prevent the problem from returning
- Write down the working game version and mod set before updating either side.
- Keep a record of which computer runs the dedicated server and which private address the router forwards to.
- After any Wi-Fi, router, or adapter change, repeat the same-LAN test before inviting remote players.
- Use a consistent network rather than switching between guest Wi-Fi, a VPN, and the main LAN during diagnosis.
- Keep firewall permissions for the game and server executables after updates; a new executable path or security prompt can require approval again.
- Use Open to LAN for short, local sessions and a dedicated or hosted setup when availability must not depend on the host’s game client.
What the official guidance establishes
The Vintage Story Wiki describes Open to LAN as a temporary multiplayer method: open a single-player world and select the option from the escape menu. Its troubleshooting guidance calls out firewall access for VintagestoryServer.exe, same-LAN testing, matching versions, and vanilla-mod testing. The self-hosting overview distinguishes local hosting from persistent dedicated or paid hosting and warns that UPnP may fail. Those distinctions explain why the correct fix depends on where the player is connecting from and whether the world must remain online without the host.
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