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For a normal Vintage Story survival world in which players spread out, the Vintage Story Wiki gives a conservative planning estimate of 1 GB of base RAM plus 300 MB per player, with four CPU threads recommended. It also estimates CPU frequency at 1 GHz base plus 100 MHz per player. These figures are planning guidance, not guaranteed minimums or a promise that every world will run smoothly at exactly those allocations.
Your actual requirement depends on world activity, player concentration, mods, server settings, other workloads, storage speed, and the Vintage Story version. Windows and Linux are supported; Linux runtime requirements change by game version. Monthly paid hosting and self-hosting are both viable, but the right choice depends on resource allocation, maintenance, networking, backups, and cost.
The official RAM and CPU estimate
The Vintage Story Wiki describes its figures as “a rough, conservative estimate of the hardware requirements, assuming a normal survival world where players like to spread out.” That assumption matters: a quiet private world and a heavily modded server with many players exploring different regions can have very different workloads.
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| Resource | Official planning guidance | How to interpret it |
|---|---|---|
| Memory | 1 GB base RAM + 300 MB per player | Use it as a starting allocation for a normal survival world, not a universal minimum. |
| CPU | 4 threads recommended | A rough recommendation; processor architecture and sustained performance also matter. |
| CPU frequency | 1 GHz base + 100 MHz per player | A planning indicator, not a guarantee of tick or gameplay performance. |
The Wiki does not present these numbers as a dated benchmark study. No named study, population dataset, or independent test is attached to them, and the publication year is not stated. Treat them as conservative sizing guidance attributed to the Vintage Story Wiki.
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Example RAM calculations
Applying the stated formula produces the following rough allocations. The results are arithmetic examples, not tested capacity limits.
| Players | Formula | Planning RAM | Frequency indicator |
|---|---|---|---|
| 1 | 1 GB + (1 × 300 MB) | 1.3 GB | 1.1 GHz base |
| 5 | 1 GB + (5 × 300 MB) | 2.5 GB | 1.5 GHz base |
| 10 | 1 GB + (10 × 300 MB) | 4 GB | 2 GHz base |
| 20 | 1 GB + (20 × 300 MB) | 7 GB | 3 GHz base |
| 30 | 1 GB + (30 × 300 MB) | 10 GB | 4 GHz base |
Leave additional memory for the operating system, the server process’s overhead, monitoring tools, backups, and any other applications on the machine. A host with exactly the calculated amount may start successfully yet become unstable when the world expands or another process consumes memory.
What can raise or lower the requirement?
Players exploring different areas
The estimate assumes players spread out in a normal survival world. When several players travel in different directions, the server may need to load and simulate more chunks at once. A compact base where everyone remains in one area can behave differently from a group constantly generating new terrain.
World activity and settings
Mob activity, machines, farms, block updates, exploration, and other simulation-heavy activity can increase CPU and memory pressure. Server configuration also changes the balance. The Wiki’s performance guidance mentions lowering MaxChunkRadius to reduce the amount of terrain kept active, or increasing TickTime to trade simulation frequency for CPU headroom. Those changes can affect view distance or responsiveness, so apply them deliberately and retest after each change.
Mods
Mods can add entities, systems, scripts, assets, or world-generation work. There is no single memory multiplier that applies to every mod collection. Size the server for the intended mod set, then observe memory use and tick behavior during an actual session rather than relying only on the player formula.
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Other workloads
A server running on a desktop that is also used for games, file sharing, containers, or recording needs more headroom than a dedicated machine. On a hosted plan, the advertised allocation may be shared with management services or other limits; confirm what “RAM” and “CPU” mean in that provider’s plan documentation.
How to choose a CPU
Four threads is the Wiki’s recommendation, but thread count alone does not identify a fast server. Compare sustained single-thread and multi-thread performance, available CPU time, processor generation, and whether the host throttles under load. The frequency formula is a rough indicator and should not be read as “any 2 GHz processor is equivalent to any other.”
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For a small private server, a modern processor with four available threads and consistent clock speed is a sensible starting point. For larger groups or heavily modded worlds, prioritize a host that can provide additional CPU headroom and lets you monitor utilization. If the server’s tick rate degrades while memory remains comfortable, faster CPU time or less simulation work is usually more relevant than adding RAM.
Memory, storage and operating-system requirements
RAM headroom
The performance guide recommends having at least 4 GB of system RAM free before starting a server. Its page notes that the guidance was last verified for Vintage Story 1.19, so use it as troubleshooting advice and check the current guide when applying it to newer releases. “Free” system memory is not the same as the amount assigned to the game: the operating system and background services still need room.
SSD savegame storage
The same performance guidance recommends keeping the savegame on an SSD. Solid-state storage can reduce latency when the server reads and writes world data, especially during exploration and saves. The guidance does not specify a required capacity, interface, or model, so storage size should be based on the world, backups, logs, and available history rather than treated as a fixed game requirement.
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Windows
The dedicated-server documentation lists Windows as a supported operating-system option. Install the server version you intend to run, keep the save directory on reliable storage, and ensure the Windows firewall allows the listening port for the network scope you need.
Linux x64 and .NET versions
Linux instructions distinguish the required .NET runtime by Vintage Story version. Confirm the game version first; installing a different runtime can prevent the server from launching.
| Vintage Story server version | Runtime listed by the Linux instructions |
|---|---|
| 1.22.0 or later | .NET 10 |
| 1.21.0 | .NET 8 |
| Earlier than 1.21.0 | .NET 7 |
These version relationships can change with future releases. Match the runtime to the exact server build rather than copying an old setup guide.
ARM64
ARM64 server support is labeled experimental. The documentation also states that coded mods using Harmony patching will not work on ARM64 under the library-availability conditions described there. If your world depends on such mods, verify current compatibility before selecting an ARM-based host; an inexpensive ARM instance is not automatically a suitable replacement for x64.
Networking: port, firewall and router
The dedicated-server guide identifies 42420 as the default server port. Its Linux instructions show allowing both TCP and UDP on that port where required. On Windows or Linux, create matching local firewall rules, and if players are connecting from outside your home network, configure the router’s port forwarding to the server’s internal address.
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Before inviting players, test from a network outside the host’s LAN. Check that the server is listening on the expected port, that the router forwards to the correct machine, and that the host’s address has not changed. Corporate, school, carrier-grade NAT, and some residential connections can block inbound connections; in those cases, a hosted server or a network overlay may be simpler than repeatedly changing firewall rules.
Self-hosting or monthly paid hosting?
The official guide says both approaches are available: monthly paid hosting exists, and setting up a server on personal equipment is not terribly difficult. It does not compare providers, plans, prices, support levels, or affiliate programs, so evaluate each option using the same criteria.
If you would rather not run the machine yourself, Godlike.Host offers Vintage Story server hosting with its own Pterodactyl-based game panel, SFTP access, and up to three free backups a day with restore. See the current plans for resources and locations.
| Criterion | Self-hosting | Paid hosting |
|---|---|---|
| Resource control | You choose the machine and can upgrade it, but must measure real usage. | You receive the provider’s stated RAM and CPU allocation; confirm whether CPU is dedicated or shared. |
| Version and runtime | You install and maintain the required Vintage Story build and, on Linux, the matching .NET runtime. | Check that the control panel supports your Vintage Story version, operating system, and required runtime. |
| Storage | You control the disk and should place saves on an SSD. | Confirm storage type, quota, world-file access, and what happens when the quota is reached. |
| Backups | You must schedule, verify, and store backups separately. | Ask how often backups run, how long they are retained, and whether restoration is self-service. |
| Networking | You handle port 42420, firewall rules, router forwarding, and changing home IP addresses. | The provider normally supplies public network access, but you still need to verify port and connection policy. |
| Uptime and maintenance | Power failures, reboots, ISP outages, and hardware repairs are your responsibility. | The provider handles physical infrastructure; maintenance windows and support response vary. |
| Recurring cost | There may be no hosting bill, but electricity, hardware, storage, and your time have value. | You pay a recurring fee; compare the price with the actual RAM, CPU, storage, backups, and support included. |
When self-hosting fits
- You already have a reliable, low-power computer that can remain online.
- You are comfortable with operating-system updates, firewall rules, port forwarding, and backups.
- You need direct control over files, mods, and server configuration.
- Your internet connection permits inbound access and offers adequate upload capacity for your group.
When paid hosting fits
- You want the server in a data center rather than at home.
- You prefer a managed control panel and provider assistance for common operations.
- You cannot configure inbound networking or keep a personal machine online.
- You have compared the provider’s real CPU allocation, RAM, SSD storage, backup policy, supported version, and total recurring cost.
A practical setup sequence
- Fix the target version. Decide which Vintage Story server build the world will run. This determines the Linux .NET runtime and affects mod compatibility.
- Estimate concurrent players. Apply 1 GB plus 300 MB per player as a starting point, then add operating-system and workload headroom. Do not size only for the number of people who own the game; size for the maximum simultaneous players you expect.
- Reserve CPU capacity. Start with four available threads, then allow more headroom for mods, exploration, and other applications. Prefer consistent processor performance over a headline frequency alone.
- Use reliable SSD storage. Put the savegame on an SSD, maintain free space, and keep backups on a different disk or machine.
- Install the matching server and runtime. On Linux x64, use .NET 10 for 1.22.0 or later, .NET 8 for 1.21.0, or .NET 7 for earlier versions, according to the documented mapping.
- Configure access. Keep the default port 42420 unless you have a reason to change it. Allow the required TCP and UDP traffic in the host firewall and configure router forwarding when outside players need access.
- Test with representative activity. Have players travel, build, load new terrain, and use the intended mods. Watch memory, CPU utilization, tick behavior, save times, and disk space.
- Adjust one variable at a time. If CPU headroom is limited, consider lowering
MaxChunkRadiusor increasingTickTime, understanding that these settings trade view distance or tick rate for capacity. - Document recovery. Record the server version, runtime, mod list, configuration, save location, backup schedule, and the steps required to restore the world.
Troubleshooting common capacity problems
The server runs out of memory
Check whether the problem appears as more players join, new terrain is generated, or a particular mod is active. Confirm that the operating system has adequate free RAM, stop unrelated workloads, and increase the allocation only when the physical host has capacity. If usage grows continuously rather than stabilizing, investigate a mod or workload causing the growth instead of simply assigning more memory.
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1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errorsPlayers experience delayed ticks or rubber-banding
Observe CPU utilization and identify whether the delay coincides with exploration, farms, mobs, machines, or a specific mod. Reduce simulation pressure or adjust the documented performance settings, then retest. Adding RAM will not cure a CPU-bound workload by itself.
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World saves or chunk loading feel slow
Verify that the savegame is on an SSD, that the disk is not nearly full, and that backups are not competing with active saves. Slow storage, heavy disk contention, or an overloaded host can all increase latency.
Players cannot connect
Confirm the server is running on the expected version and port, then check local firewall rules, router forwarding, and the server’s internal address. Test from an external network. If the internet connection uses carrier-grade NAT or blocks inbound traffic, self-hosting may require a different network arrangement or a hosted machine.
Mods fail after moving to ARM64
Check whether the affected mods use Harmony patching. ARM64 support is experimental, and the documented library limitation means those coded mods may not work there. Use a compatible x64 environment or remove and replace incompatible mods after confirming the current support status.
Bottom line
Begin planning with 1 GB of base RAM plus 300 MB per concurrent player, four CPU threads, and the 1 GHz base plus 100 MHz per-player frequency estimate from the Vintage Story Wiki. Add headroom for the operating system, mods, world activity, and other workloads; keep saves on an SSD; and remember that the performance guide’s 4 GB free-memory advice was last verified for version 1.19. Confirm the exact game version before selecting a Linux .NET runtime, treat ARM64 as experimental, and choose self-hosting or paid hosting only after comparing resources, backups, networking, maintenance, and total cost.
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