OpenRA Dedicated Server Settings Explained (Every Server.* Option)
What each OpenRA Server.* launch option does, from AdvertiseOnline and Password to MapPool, ProfileIDWhitelist, vote kick and flood limits.
Updated Oct 7, 2026 · 6 min read
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An OpenRA dedicated server has no config file you edit by hand. Every option is a Server.Key=Value pair on the launch line, read from the engine's ServerSettings list, and anything you leave out keeps its default. The options that matter for most groups are Name, ListenPort, AdvertiseOnline, Password, EnableSingleplayer and RequireAuthentication. The rest control who may join, which maps are allowed, replays, chat flood limits and vote kicks. This guide covers all of them, with the defaults from OpenRA's source.
How settings reach the server
You pass settings when the server starts, either directly:
./OpenRA-Dune-2000-x86_64.AppImage --server Server.Name="Spice Wars" Server.Password="worm"
or through the variables at the top of launch-dedicated.sh (Linux and macOS) and launch-dedicated.cmd (Windows), which turn each variable into a Server.* argument. Changing a setting always means restarting the server process. A lobby that is already open keeps the values it started with.
The same keys apply to every OpenRA mod. For Dune 2000 the only extra piece is Game.Mod=d2k, which the Dune 2000 AppImage sets for you. If you have not set up the server yet, start with how to host an OpenRA Dune 2000 server.
Identity and network
| Setting | Default | What it does |
|---|---|---|
Server.Name |
"Dedicated Server" in the launch script | The name in the server browser. The master server rejects names with blacklisted words |
Server.ListenPort |
1234 | The TCP port the server listens on |
Server.AdvertiseOnline |
True | Reports the lobby to the public master server list |
Server.AdvertiseOnLocalNetwork |
True | Announces the lobby to players on the same LAN |
Server.DiscoverNatDevices |
False | Tries UPnP or NAT-PMP to open the port on your router automatically |
Server.NatPortMappingLifetime |
36000 | How long, in seconds, a UPnP mapping lasts |
AdvertiseOnline decides whether strangers can find you. Turned off, the server still accepts anyone who knows the address and uses Direct Connect. When it is on and the master server cannot reach your port, the log reports "Server port is not accessible from the internet."
DiscoverNatDevices is for home hosting only. Many routers ignore UPnP or have it switched off, so a manual port forward is more reliable.
Who can join
| Setting | Default | What it does |
|---|---|---|
Server.Password |
empty | Players must enter it to join |
Server.RequireAuthentication |
False | Only players signed in with an OpenRA forum account may join |
Server.ProfileIDWhitelist |
empty | If set, only these forum profile IDs may join |
Server.ProfileIDBlacklist |
empty | These forum profile IDs are always refused |
Server.Ban |
empty | Comma separated IP addresses that may not join |
A password is the simple way to keep a group lobby private. The profile ID lists are stronger, since a password gets shared and an IP changes, but they only work when RequireAuthentication is on, because anonymous players have no profile ID to check. Players link their forum account from the player profile panel in the game's main menu, and a blocked player sees "You do not have permission to join this server." Our OpenRA connection fixes cover that and the other join errors.
Tournament organizers often combine all three: authentication on, a whitelist of the bracket's profile IDs, and a password as a backup.
Game rules
| Setting | Default | What it does |
|---|---|---|
Server.EnableSingleplayer |
False | Lets a match start with only one human player, for practice against bots |
Server.Map |
empty | Map the lobby opens on, given as the map's hash (UID) |
Server.MapPool |
empty | If set, only these map UIDs can be chosen in the lobby |
Server.QueryMapRepository |
True | Looks up unknown maps on the OpenRA Resource Center |
Server.EnableLintChecks |
True | Treats maps that fail OpenRA's checks as invalid |
Server.EnableMapGeneration |
True | Allows generated maps, in builds that have the map generator |
Without EnableSingleplayer, a lone player sees "This server requires at least two human players to start a match." Turn it on if someone wants to drill build orders against the AI on the server.
MapPool is the tool for ladder nights and tournaments. Give it the UIDs of your approved maps and the lobby admin cannot pick anything else. QueryMapRepository lets the server fetch maps it does not have from the Resource Center, which is why a custom map chosen by the admin usually downloads to everyone without any upload on your side.
The random map generator arrived in a 2026 playtest. On a stable release built before it, EnableMapGeneration simply does not exist and is ignored.


Privacy
| Setting | Default | What it does |
|---|---|---|
Server.ShareAnonymizedIPs |
True | Shows players a masked version of each other's IP in the lobby |
Server.EnableGeoIP |
True | Shows each player's country flag |
Both are cosmetic for most groups. Turn them off if your community prefers not to show locations.
Replays and debugging
| Setting | Default | What it does |
|---|---|---|
Server.RecordReplays |
False | Saves a replay of every game on the server |
Server.EnableSyncReports |
False | Has clients write reports that help debug desyncs |
Server.TimestampFormat |
ISO 8601 | Timestamp format in the server log |
Players save replays on their own machines anyway. Server side replays are useful for tournaments, where the organizer wants a copy of every match regardless of who remembered to keep theirs.
Chat flood limits and vote kick
| Setting | Default | What it does |
|---|---|---|
Server.FloodLimitJoinCooldown |
5000 | Milliseconds before a new player can chat |
Server.FloodLimitInterval |
5000 | Window, in milliseconds, for counting messages |
Server.FloodLimitMessageCount |
5 | Messages allowed per window before flood protection kicks in |
Server.FloodLimitCooldown |
15000 | Milliseconds a flooder is muted |
Server.EnableVoteKick |
True | Lets players vote to kick someone |
Server.VoteKickTimer |
30000 | Milliseconds before an idle vote fails |
Server.VoteKickerCooldown |
120000 | Milliseconds before a failed vote starter can try again |
Public servers benefit from the defaults. On a private lobby with friends you will rarely notice them.
Admin is not a setting
There is no admin password. The first player to join an empty lobby becomes admin and can change the map, options and slots, add bots and kick players. When the admin leaves, admin passes to the player who joined earliest. On a dedicated server, agree before a match night who joins first.
Settings on a GamezServers server
On our OpenRA Dune 2000 servers the common options are switches in the control panel: Server Name, Public Server (AdvertiseOnline), Password, Enable Singleplayer, GeoIP and Anonymized IPs. Change one and restart from the panel. The port is set for you, and the server gets its own address, so Direct Connect works without any router setup. If you need an option the panel does not show, such as a map pool for a tournament, email support@gamezservers.com.
FAQ
How do I make my OpenRA server private?
Set Server.AdvertiseOnline=False so it leaves the public list, and set Server.Password. Friends join with Direct Connect and the password.
Where is the OpenRA server config file?
There is none to edit for the server. Options are launch arguments. The client's own settings.yaml in the support directory does not control a dedicated server.
How do I ban a player from my OpenRA server?
In the lobby, the admin can kick. For a lasting block, use Server.Ban with their IP, or turn on RequireAuthentication and add their profile ID to Server.ProfileIDBlacklist.
Why does my server say it requires an OpenRA forum account?
Server.RequireAuthentication is on. Turn it off, or ask players to sign in with their forum account in the game.
Can I lock the lobby to tournament maps?
Yes. List the map UIDs in Server.MapPool, separated by commas, and restart. The admin can then only choose those maps.
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