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Start a dedicated Vintage Story server by running the installed server program with the options your deployment needs. The safest first command is VintageStoryServer.exe --help (or the equivalent Linux command), because the binary on your machine is authoritative for that build. In most installations, set a separate --dataPath, then choose --ip, --port, --maxclients, logging, and mod-path arguments as required. Keep process-level settings on the command line; manage gameplay and access rules with /serverconfig or serverconfig.json.
Begin with the options implemented by your server build
Vintage Story’s startup parameters are version-specific. Open a terminal in the game installation directory and ask the installed server what it supports:
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VintageStoryServer.exe --version
On Linux, use the runtime or native executable that you installed:
dotnet VintagestoryServer.dll --help
./VintagestoryServer --help
The help command prints the options implemented by that exact binary and exits; --version prints the game version and exits. The documented startup reference was checked against version 1.19.8, while the multiplayer setup material was checked against 1.20.0. Treat those pages as a guide, not a guarantee that a newer build has identical flags. Check the local output after every server update before putting a command into a service file or automation script.
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Choose the command for your operating system
Windows executable
Run the server executable from the installation directory, or use its full path in a shortcut, PowerShell script, or scheduled task. This example combines commonly used options:
VintageStoryServer.exe --dataPath "C:VSDataMyServer" --port 42420 --maxclients 16
The quoted path keeps spaces from being interpreted as separate arguments. The server process remains attached to the console unless you place it under a service or another process supervisor.
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Linux with .NET
The documented .NET form points dotnet at the server assembly and gives it a dedicated data directory:
dotnet VintagestoryServer.dll --dataPath /srv/vintagestory/data
Run this from the directory containing the DLL, or supply an absolute path to the assembly. Ensure the account running the process can read the installation and write the data and log directories.
Native Linux binary
If your installation includes the native executable, launch it directly:
./VintagestoryServer --dataPath /srv/vintagestory/data
Make the file executable if necessary, and use --help on that binary rather than assuming the .NET and native builds expose exactly the same switches.
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The following options are process-level controls. “Default” means the value documented for the listed startup reference; a configuration file or a later command-line override can change the effective value.
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| Argument | Purpose | Documented default or behavior |
|---|---|---|
-v, --version |
Print the game version and exit. | No server is started. |
-h, --help |
Print implemented startup parameters and exit. | No server is started. |
-s, --standby |
Wait for the first connection attempt before fully launching. | Standby is off unless requested. |
--genconfig |
Create a fresh default serverconfig.json and exit. |
Warns that an existing configuration will be deleted. |
--setconfig |
Set persistent configuration values and create serverconfig.json if it does not exist. |
Uses the JSON-like syntax shown below. |
--withconfig |
Apply configuration values for this launch. | Overrides are temporary unless you also persist them. |
--dataPath |
Select the server’s data directory for saves, configuration, and related state. | The installation’s normal data location unless overridden. |
--logPath |
Set the log directory. | Use an absolute path when possible. |
--addOrigin |
Load additional assets from a path. | None added unless specified. |
--addModPath |
Load mods from one or more additional paths. | No extra mod path unless specified. |
--ip |
Bind the server to a particular IP address and override the configured address. | Uses the configured binding when omitted. |
--port |
Bind to a TCP port and override the configured port. | 42420 in the documented reference. |
--maxclients |
Set the maximum simultaneous clients. | 16 in the documented reference. |
--archiveLogFileCount |
Choose how many old log files are retained. | 5 in the documented reference. |
--archiveLogFileMaxSizeMb |
Set the maximum size of an archived log file. | 1024 MB in the documented reference. |
Defaults are configuration values, not performance measurements. They can change between releases, so confirm them with the help text and the generated configuration from your installation.
Use a separate data and log layout
--dataPath prevents client/server collisions
A dedicated server should have its own data directory, especially when the game client and server run on the same computer. This keeps dedicated-world saves, serverconfig.json, logs, and other server state separate from single-player or client settings.
VintageStoryServer.exe --dataPath "C:VSDataMyServer"
dotnet VintagestoryServer.dll --dataPath /srv/vintagestory/data
Create the directory first when your service account does not have permission to create it. Back it up as a unit: the world data and its configuration must remain associated.
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--logPath and log retention
Set an absolute log directory when logs should live outside the data tree or on a larger volume:
VintageStoryServer.exe --dataPath "C:VSDataMyServer" --logPath "D:VSLogsMyServer"
Use --archiveLogFileCount to control how many archives remain and --archiveLogFileMaxSizeMb to cap each archive. The documented reference lists five archived files and a 1024 MB maximum; choose lower limits if disk space is constrained, and monitor the directory after changing them.
Additional assets and mods
--addOrigin adds an asset source, while --addModPath adds one or more directories from which mods can be loaded. Keep custom content in paths that are readable by the service account and back up the exact mod set used by the world. If a server fails during startup after adding a path, remove that argument and start with the base installation to isolate a bad path or incompatible mod.
Bind the network and set capacity
IP address
Use --ip when the host has multiple interfaces and the server must listen on one specific address. Binding to a private interface can keep the service off an internet-facing adapter; binding to an address that is not assigned to the host will make startup fail.
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./VintagestoryServer --ip 192.168.1.20 --port 42420
For a general-purpose host, omit --ip unless you have a reason to restrict the interface, then verify the effective binding in the startup log and in the host firewall.
Port
The documented default is TCP port 42420. Override it with --port when another service already uses that port or when running multiple instances:
dotnet VintagestoryServer.dll --dataPath /srv/vs/world2 --port 42421
Open the same port in the operating-system firewall and, for players outside the local network, forward it on the router to the server’s private address. A port change is incomplete until the client connection address, firewall rule, and router rule all agree.
Maximum clients
--maxclients overrides the simultaneous-client limit; the documented default is 16:
VintageStoryServer.exe --maxclients 8
This is a connection cap, not a promise that the host can maintain the default or a higher value smoothly. CPU, memory, storage speed, world complexity, and mod behavior determine practical capacity. Increase the cap only after observing the server under the workload you expect.
Understand --genconfig, --setconfig, and --withconfig
Generate a clean configuration
--genconfig writes a new default serverconfig.json and exits. It warns that an existing configuration will be deleted, so do not use it on a live world unless you have a backup and intentionally want to reset the file.
dotnet VintagestoryServer.dll --dataPath /srv/vs/data --genconfig
Persist values with --setconfig
--setconfig changes or creates persistent configuration. The startup reference shows a JSON-like form:
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VintageStoryServer.exe --setconfig="{ key: 3, foo:'value' }"
Use the exact key names accepted by your build. Because shell quoting differs between PowerShell, Command Prompt, Bash, and service managers, run a small test in a disposable data path first and inspect the resulting serverconfig.json.
Apply launch-only values with --withconfig
--withconfig supplies configuration overrides for one launch. It is useful for testing or for a service whose environment should decide a value without rewriting the world’s persistent file:
./VintagestoryServer --dataPath /srv/vs/test --withconfig="{ key: 3, foo:'value' }"
Use --setconfig when the value should survive future launches; use --withconfig when it should apply only to the current process. For data paths, ports, logs, and mod locations, prefer their dedicated startup switches so the intent is unambiguous.
Put gameplay and access rules in server configuration
Startup flags are best for process concerns. Persistent server behavior belongs in serverconfig.json or the in-game /serverconfig command. Examples include password protection, advertising, whitelist mode, PvP, fire spread, entity spawning, tick rate, chunk radius, and spawn point.
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/serverconfig maxclients <number>/serverconfig password <password>/serverconfig advertise <true|false>/serverconfig WhitelistMode <default|off|on>/serverconfig maxchunkradius <number>
Use the command while the server is running when you need a controlled runtime change. If you edit serverconfig.json directly, stop the server first, make the change, save a backup, and relaunch so the process reads the file. Editing a file while the server is writing it can lose changes or leave invalid JSON.
Dedicated servers use whitelisting by default as of version 1.20. If players unexpectedly receive access-denied errors after an upgrade, inspect WhitelistMode and the player list rather than changing the network arguments.
Keep Linux servers running with a lifecycle wrapper or systemd
The Linux guide documents a supplied server.sh wrapper with these operations:
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server.sh setupprepares the installation.server.sh startlaunches the server.server.sh stopstops it cleanly.server.sh statusreports whether it is running.server.sh restartstops and starts it again.server.sh updateperforms the documented update operation.server.sh commandsends a server command through the wrapper.
This is preferable to leaving an SSH terminal open. For automatic startup after reboot and supervised restarts, deploy the server under systemd. Put the complete executable, --dataPath, port, and any other required arguments in the unit, set a dedicated user and writable directories, then use systemctl start, status, and enable according to your Linux distribution. Test a manual stop and restart before enabling automatic boot so you know the world closes cleanly.
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- Identify the build. Run
--versionand--helpfrom the installed server directory. Save the output with your deployment notes. - Create isolated directories. Choose a server-only data path and, if desired, a separate absolute log path. Grant the service account read/write access.
- Generate or preserve configuration. Use
--genconfigonly for a new or deliberately reset configuration. Back up an existingserverconfig.jsonbefore any change. - Start with minimal arguments. Launch with
--dataPath, then add--port,--ip, or--maxclientsonly when needed. - Read the startup log. Confirm the selected data directory, bind address, port, loaded mods, and any warnings before inviting players.
- Configure server behavior. Set password, advertising, whitelist mode, PvP, world rules, and chunk settings through
/serverconfigor a stopped-file edit. - Open the network path. Align the server port, host firewall, router forwarding, and the address players will use.
- Automate the lifecycle. On Linux use
server.shor systemd; on Windows use a script, scheduled task, or service wrapper that preserves the tested command line. - Test recovery. Stop and restart the process, verify the same world loads, and confirm that logs and configuration remain in the intended directories.
Diagnose common startup and connection failures
The executable says an option is unknown
Run that executable’s own --help. You may be using a different release, the wrong platform binary, or a flag copied from another installation. Remove unsupported arguments and add back only those shown locally.
The server starts with the wrong world or settings
Check --dataPath first. A missing or misspelled path can make the process create a new directory, while launching without the dedicated path can point at client data. Stop the server, correct the path, and verify the expected serverconfig.json and world files are present.
Port binding fails or players cannot connect
Look for another process using the port, an --ip value not assigned to the host, or a firewall/router rule that still references the old port. Test locally on the host, then from the LAN, then from an external network; each result narrows the fault to binding, firewalling, forwarding, or the client address.
Changes in serverconfig.json do nothing
Ensure the server was stopped before editing and that you edited the file under the active --dataPath. Some changes are read only at startup, so relaunch after saving. For a controlled runtime update, use the corresponding /serverconfig command and watch the console for validation errors.
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Mods or extra assets prevent startup
Remove --addModPath and --addOrigin, start the unmodified server, then restore one path at a time. Confirm directory permissions and that every mod targets the server’s game version. Keep a copy of the known-good command and mod list so rollback is immediate.
Direct launch, LAN sharing, and managed hosting are different modes
Opening a single-player world to LAN is an ad-hoc session: it depends on the client being open and is not intended to be continuously available. A dedicated server stays available by launching the server executable from the installation path, independent of a player’s game session.
A managed host is operating the same underlying layers—a Vintage Story server executable, a data directory, configuration, network binding, and a lifecycle process—on your behalf. Before choosing one, verify that its control panel exposes the arguments and file access you require, supports your target game version and mods, provides backups, and states restart, storage, and network terms clearly. Do not assume a provider’s labels map one-to-one to command-line switches.
Version and default caveats
The startup-parameter documentation checked for 1.19.8 lists port 42420, 16 maximum clients, five archived logs, and a 1024 MB archive-size limit. Multiplayer guidance checked for 1.20.0 notes default whitelisting for dedicated servers. These are documented defaults for those versions, not immutable protocol requirements. After upgrading, run --version and --help, review the generated configuration, and retest your service unit, firewall, mods, and backup procedure before reopening the server.
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