Can't Join a Stationeers Dedicated Server? Timeouts and Fixes

Fix Stationeers players timing out or being refused by a dedicated server: version and beta branch mismatch, StartLocalHost, ports 27016, LocalIpAddress, passwords and mods.

Updated Oct 7, 2026 · 5 min read

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If players cannot join a Stationeers dedicated server, check the game version first: the client and server must be on the same build and the same Steam branch, including any beta. Then confirm the server started with StartLocalHost true, that the game port (UDP 27016 by default) is reachable, that players use the numeric IP and port, and that the password and player cap are right. On Linux servers with several IP addresses, set LocalIpAddress to the address players connect to, which fixes a known timeout.

A Stationeers crew working outside a base on a hostile planet

Narrow it down

What players see Start with
Server not in the list Fix 3 and Fix 4
In the list, connecting then timeout Fix 4 and Fix 5
Refused straight away Fix 1, Fix 6
Joins, then kicked or desync Fix 1, Fix 7
Direct Connect button does nothing Use a numeric IP, not a domain name

Fix 1: Same build, same branch

Stationeers updates often, and it has public beta branches. A client and server on different builds will not play together.

  • If the server runs a beta branch, every player switches to the same branch in Steam: right click Stationeers, Properties, Betas, and pick it.
  • If the players moved to a beta and the server did not, either move the server or have them go back to the default branch.
  • After a normal update, update the server too. On a home server, run SteamCMD for app 600760 again:
steamcmd +force_install_dir ./stationeers-server +login anonymous +app_update 600760 validate +quit

Our general guide to running a beta branch on a dedicated server explains how branches work in SteamCMD.

Fix 2: Wait for the world

A server creating a new world, or loading a large save, is not accepting players yet. Watch the console until the world has loaded. A big automated base can take a while.

Fix 3: The server has to host

Two -settings values decide whether the server takes connections and is listed:

-settings StartLocalHost true ServerVisible true

StartLocalHost must be true, or no client can connect at all. ServerVisible true makes it ping the master server so it appears in the in game list. With it off, players must use Direct Connect.

Fix 4: Ports and addresses

Port Protocol Purpose
27016 UDP Game traffic (GamePort)
27015 UDP Steam queries (UpdatePort)

On a home server, forward both to the server machine and allow them through the firewall, matching the numbers on the launch line. Friends cannot connect but I can walks through the router checks.

When joining by address, Direct Connect only accepts a numeric IP and port such as 203.0.113.100:27016. A host name keeps the button greyed out.

UPnP (UPNPEnabled) can open the port automatically on some routers, but it is unreliable and many routers have it off. Forward manually if in doubt. UPnP not working for a game server covers why.

Fix 5: LocalIpAddress on Linux

RocketWerkz documents a known issue: on Linux servers with more than one IP address, the server shows in the browser but connections time out. The fix is to tell the server which address to bind:

-settings LocalIpAddress 203.0.113.100

Use the IP that players connect to. On a single IP machine, 0.0.0.0 (all addresses) is fine.

Fix 6: Password and player cap

  • ServerPassword locks the server. Players type it when joining. A wrong password looks like a refused connection.
  • ServerMaxPlayers is 10 by default and accepts up to 30. A full server turns the next player away.

If you changed the password in setting.xml while the server was running, it may not apply until restart, and a panel or launch line value can override the file.

Fix 7: Mods

Servers running BepInEx plugins can need matching mods on every client. A player without them may connect and then be kicked, or see broken devices and desync. After a game update, plugins built for the old version can also break the server itself. Check each mod's page for whether it is server only or needs players to install it too, and update mods after big patches.

Fix 8: Steam P2P

The server can be set to allow Steam peer to peer connections with UseSteamP2P. Leave it off on a dedicated server with a public address. Direct connections to the game port are more predictable.

A checklist to run through

Check Should be
Client and server build Same version, same branch
StartLocalHost true
ServerVisible true if you want it listed
UDP 27016 and 27015 Forwarded and open
Direct Connect address Numeric IP and port
LocalIpAddress Set on multi IP Linux servers
Password and slots Known and not full
Mods Matching where needed

Hosting that takes the network out of it

On a GamezServers Stationeers server, the server starts with hosting turned on, its own address and ports assigned, and the IP and port to give players shown in the panel. The control panel sets the map, start location, start condition, difficulty, max players, Auto Pause and the beta branch, so keeping the server on the same branch as your crew is one setting. If players still cannot connect, the live console shows each connection attempt. Once you are in, our Stationeers console commands guide covers saving, kicking and cleanup.

FAQ

Why can't I join my friend's Stationeers server?

Most often the server and your game are on different versions or beta branches. Match the branch in Steam, then check the port and password.

What port does a Stationeers server use?

UDP 27016 for the game and UDP 27015 for Steam queries by default.

Why does my Stationeers server show in the list but time out?

On Linux servers with several IPs, set LocalIpAddress to the public address. Otherwise check that UDP 27016 is forwarded.

How many players can join a Stationeers server?

10 by default, up to 30 with ServerMaxPlayers.

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