Bannerlord Dedicated Server Setup Guide 2026
Set up a Bannerlord dedicated server in 2026 with SteamCMD, auth token, port 7210, config files, Linux/Windows steps, and fixes for visibility or join issues.

Launching a Bannerlord server is easy. Keeping it visible, joinable, and stable is where most setups break.
To host a Mount & Blade II: Bannerlord dedicated server in 2026, install the Dedicated Server tool through Steam or SteamCMD, generate a custom server token with customserver.gettoken, open UDP 7210, place your config in Modules\Native, launch DedicatedCustomServer.Starter with the token and config file, then run start_game_and_mission.
This guide walks through the setup like a real server build, not a basic install checklist. You will configure tokens, ports, Windows/Linux files, visibility, joining, admin control, and the fixes that stop Bannerlord servers from disappearing or failing under multiplayer load.
Key Takeaways
- Bannerlord’s dedicated server requires token-based registration to appear publicly.
- One token supports up to 50 simultaneous servers and expires every 3 months.
- Server process running does not mean gameplay is active without start_game and start_mission.
- CPU performance is usually the first stability bottleneck in large battles, while bandwidth becomes secondary if latency and packet delivery are stable.
- UDP 7210 must be open for player connections, while TCP 7210 is mainly needed for web panel or map download features.
- Server visibility issues are usually tied to token registration, public IP access, port 7210, version mismatch, or missing start_game.
- Local hosting works for testing but often struggles with public routing, upload limits, uptime, and real multiplayer load.
- SteamCMD install with App ID 1863440 is the preferred production method because it supports repeatable installs, validation, and scripted updates.
- Linux servers need correct permissions and non-root execution to run properly.
- Bannerlord dedicated servers host custom multiplayer sessions only. They do not host the single-player campaign map, campaign co-op, or a persistent MMO-style world.
Bannerlord Dedicated Server: What It Is and How It Works
Dedicated Server vs In-Game Hosting
A Bannerlord dedicated server is not the same as hosting a match from inside the game. In-game hosting runs on your PC and shuts down when you leave.
A dedicated server runs as a separate process. It can stay online even when no players are connected, which makes it better for private groups, public matches, and community sessions.
What Bannerlord Servers Can Host
Bannerlord’s dedicated server tool uses a multiplayer-only custom server architecture. It hosts custom multiplayer sessions and handles server-side player connections independently from your game client.
You cannot host the single-player campaign map or campaign co-op through the official dedicated server tool. Bannerlord dedicated servers are built for custom multiplayer modes, not persistent campaign worlds.
Why Token Registration Matters
The most important difference is the token-based registration system. Every public custom server must authenticate using a token generated from the Bannerlord multiplayer lobby to appear in the official server list.
Without a valid token, your server process may run locally, but it will not register publicly.
The Correct Server Flow
Bannerlord setup is not just “launch the server and open ports.” You need to follow the correct order:
- Register the server with a token
- Connect it to Bannerlord services
- Open UDP 7210 for player traffic
- Load the correct config file
- Run start_game
- Run start_mission or start_game_and_mission
That is why many Bannerlord servers run in the background but never appear, never accept players, or leave users stuck before the match starts. Understanding this flow makes the setup much easier before moving into the actual installation.
What Bannerlord Dedicated Servers Cannot Do
The official Bannerlord dedicated server tool does not host the single-player campaign map, campaign co-op, or a persistent MMO-style world. It is built for custom multiplayer sessions such as Siege, Team Deathmatch, Captain, Skirmish, Duel, and Battle.
Supported Bannerlord Dedicated Server Modes
| Mode | Best For |
|---|---|
| Siege | Large attack-and-defense battles |
| Team Deathmatch | Casual public combat and warmups |
| Captain | AI-squad command battles |
| Skirmish | Smaller competitive matches |
| Duel | 1v1 practice and training |
| Battle | Tactical team rounds |
Bannerlord Dedicated Server Requirements and Practical Hosting Expectations
Official baseline requirements are modest for small sessions, but real public servers need more headroom. Smaller battles can run on around 2 CPU cores and 4 GB RAM, while larger battles are better suited to 4 CPU cores and 8 GB RAM or more.
CPU
Bannerlord server performance depends heavily on CPU performance, especially in larger modes with many players and AI.
Large battles, AI-heavy modes, and many simultaneous player actions can increase CPU load.
If your CPU struggles:
- Combat feels delayed
- Server tick rate drops
- Player actions become inconsistent
A low-end CPU may start the server and handle very small sessions, but larger matches can spike or become unstable. A weak CPU is one common reason for lag when server simulation load increases.
RAM
RAM usage may stay low at launch, but it increases as players join, maps rotate, and battles scale.
What you should expect:
- Small sessions → low usage
- Mid-size matches → steady increase
- Large battles → sudden spikes
If RAM runs out:
- Server stutters
- Crashes increase
- Sessions become unstable
Network
Many public hosting problems involve networking, firewall rules, NAT, or token registration.
Bannerlord needs:
- Stable latency
- Clean packet delivery
- Enough upload bandwidth
For public community servers,DDoS protected dedicated servers help keep lobbies reachable during traffic spikes or malicious network activity.
If your network, NAT, or public routing is misconfigured:
- The server may fail to appear publicly or accept connections
- Players cannot join
- Disconnects happen mid-game
Minimum Specs vs Real Usage
Minimum specs usually prove the server can start; they do not guarantee stable performance under real player load.
They do not cover:
- Active player load
- Battle stress
- Long uptime
Real usage demands:
- Strong CPU under sustained load
- Enough RAM for spikes
- Reliable network stability
When Local Hosting Breaks Down
Local hosting works for testing and small groups.
It breaks when:
- Player count increases
- Internet upload becomes a limit
- One system runs both the game and the server
- You need 24/7 uptime
Common signs:
- Players outside your network cannot connect
- High ping for players
- Crashes during battles
For public matches, agaming dedicated server gives you isolated resources, full control, and hardware built for multiplayer load.
How to Install a Bannerlord Dedicated Server with Steam or SteamCMD
Let’s install the Bannerlord dedicated server using the two practical methods: Steam for quick local testing and SteamCMD for repeatable VPS or dedicated server setups.
Install via Steam (Local / Testing Setup)
Use this if you are testing on your own machine.
Steps:
- Open Steam
- Go to Library → Tools
- Install Mount & Blade II: Bannerlord Dedicated Server
This gives you a working server quickly. It is not ideal for long-term hosting.
Install via SteamCMD (Production Setup)
Use this for VPS, Linux, automation, or any setup that needs easier updates and repeatable deployment.
Basic command flow:
- Install SteamCMD
- Set install directory
- Run: app_update 1863440 validate
This App ID is critical. Using the game App ID instead of 1863440 may download or update the game package instead of the dedicated server tool.
Add an Update Script
Bannerlord servers can fail to appear or reject players after game updates if the server version no longer matches clients.
Create a script:
Linux (update_server.sh):
#!/bin/bash
./steamcmd.sh +login anonymous +app_update 1863440 validate +quit
Windows (update_server.bat):
steamcmd +login anonymous +app_update 1863440 validate +quit
Run this after every game update.
Version mismatch is one of the most common causes after patches, alongside token, port, firewall, and config issues.
File Structure
Focus on these:
- bin/ → server executable
- Modules/ → game modes
- **Modules/Native/ds_config_*.txt →**sample and custom dedicated server config files
- Logs → debugging
Add this launch argument to control logs:
/LogOutputPath “./logs”
By default, Windows custom server logs may be stored in system paths such as %programdata%\Mount and Blade II Bannerlord\logs. Set an explicit output directory for easier debugging, and check whether your build uses LocalOutputDir for log output.
Linux-Specific Setup
Common failure: the server does not run at all.
Fix:
- Make binary executable: chmod +x bin/Linux_Shipping_Server/DedicatedCustomServer.Starter
- Do NOT run as root
- Create a dedicated user for the server
Permissions are a common Linux failure point, especially when the executable bit or file ownership is wrong.
Windows-Specific Fix
If your server closes instantly, install Microsoft Visual C++ Redistributable if dependency errors or instant exits occur. If the server still closes, check logs for config, path, missing file, or launch-argument errors.
Firewall
Opening ports is not enough on Windows.
You must:
- Allow the server executable in Windows Firewall
If not:
- Server runs
- Players cannot connect
- Looks like a network issue
Common Installation Failures
- Wrong App ID used
- Server not updated after the patch
- Missing runtime libraries (Windows)
- Incorrect file permissions (Linux)
- Logs inaccessible → no debugging
- Firewall blocking executable
Authentication Token System
This is the most misunderstood part of Bannerlord hosting.
What the Token Actually Does
The token authenticates your server with TaleWorlds services and allows public custom server registration.
It affects:
- Server registration
- Server visibility in the custom server list
- Server identity tied to the account that generated the token
Without a valid token:
- The server process may run locally
- The server will not register publicly
Token Limits and Expiry
One token can support:
- Up to 50 simultaneous servers
Token validity:
- Expires after 3 months
How to Generate the Token
Launch Bannerlord Multiplayer
- Log in to the multiplayer lobby
- Open the console with Alt + ~
- Run customserver.gettoken
- Use the token saved in Documents\Mount & Blade II Bannerlord\Tokens
Correct Token Placement
There are two methods:
1. File-Based (Local setups)
- Use the saved token file in the Documents token folder, copy that token file to the target server’s Documents token folder, or pass the token with a launch argument
2. Launch Argument (Cleanest for VPS)
Use:
/dedicatedcustomserverauthtoken YOUR_TOKEN
This is the cleanest method for headless or VPS setups because it avoids relying on a local token file.
Many outdated guides do not explain this clearly.
Token vs Port
This is where users waste hours.
- Server NOT visible → token, registration, public IP, port, version, or start_game issue
- Server visible but cannot join → port, firewall, version, module, map, or session-state issue
Symptoms of Token Problems
- Server never appears in list
- Server appears briefly, then disappears
- Registration errors in logs
- Connection rejected before joining
What Actually Breaks in Practice
Real-world failures come from:
- Expired token (3 months)
- Incorrect placement
- Token not passed in launch
- Hitting the 50-server simultaneous limit or duplicating ports/configs across multiple servers
Step-by-Step Setup: Running Your First Bannerlord Server on Windows
Let’s discuss step by step how to run your first Bannerlord server on Windows.
1) Install the Dedicated Server Files
Use Steam (quick) or SteamCMD (recommended).
SteamCMD command: app_update 1863440 validate
2) Generate Your Server Token
Launch Bannerlord → go to Multiplayer lobby → open console:
customserver.gettoken
Your token is saved in:
Documents\Mount & Blade II Bannerlord\Tokens
3) Pass the Token Correctly (Critical for Vps)
Use launch argument:/dedicatedcustomserverauthtoken YOUR_TOKEN
4) Create and Place Your Config File
Use a base config from:
Modules\Native\
Place your custom config inside the same folder.
Launch argument:
/dedicatedcustomserverconfigfile ds_config_myserver.txt
Example basic config: ServerName My Bannerlord Server GameType TeamDeathmatch AdminPassword CHANGE_THIS MaxNumberOfPlayers 60 CultureTeam1 vlandia CultureTeam2 battania start_game_and_mission
5) Open Required Ports (7210)
Open:
- UDP 7210 for gameplay traffic
- TCP 7210 only if you need the web admin panel or map download features accessible externally
On Windows:
- Add firewall rule for port
- Add firewall exception for the server executable
6) Set a Readable Log Path
Default logs may be stored in system folders that are easy to miss.
Fix with:
/LogOutputPath “C:\BannerlordServer\logs”
If this does not work on your build, check whether the server expects LocalOutputDir instead.
7) Launch the Server
Example command:
DedicatedCustomServer.Starter.exe ^
/dedicatedcustomserverauthtoken YOUR_TOKEN ^
/dedicatedcustomserverconfigfile ds_config_myserver.txt ^
/LogOutputPath “C:\BannerlordServer\logs” ^
/port 7210
8) Start the Game Session
This is where most setups fail.
After launch, open the server console and run:
start_game
start_mission
Or:
start_game_and_mission
Critical:
- Server process running ≠ server playable
- After start_game, players can see and enter the server but may wait in intermission. Run start_mission or start_game_and_mission to make the match playable.
This is one of the most common failures.
9) Verify Your Server
Check in:
- Multiplayer → Custom Server List
Use this rule:
- **Not visible →**token, registration, public IP, port, version, or start_game problem
- **Visible but cannot join →**port, firewall, version, module, map, or session-state problem
10) Fix Common Windows Issues
- Install Visual C++ Redistributable if dependency errors or instant exits occur, then check logs for the actual crash reason
- Run updates after every patch: app_update 1863440 validate
- Ensure firewall allows executable
Linux Setup: What Changes and What Most Guides Miss
Linux is often preferred for automated uptime and service management, but it is less forgiving if you miss file paths, permissions, or launch details.
Install via SteamCMD
./steamcmd.sh +login anonymous +force_install_dir /srv/bannerlord +app_update 1863440 validate +quit
Linux Binary Path
Windows:
bin/Win64_Shipping_Server/DedicatedCustomServer.Starter.exe
Linux:
bin/Linux_Shipping_Server/DedicatedCustomServer.Starter
Fix Permissions Before Launch
chmod +x bin/Linux_Shipping_Server/DedicatedCustomServer.Starter
Do Not Run as Root
- Create a dedicated user
- Assign ownership
- Run server under that user
This helps prevent permission and security issues.
Linux vs Windows: Key Differences
- No GUI → full command-based setup
- File permissions matter
- Logs must be explicitly managed
Stability Considerations
Linux works best when you:
- Automate updates
- Keep logs accessible
- Monitor process health
- Use system services
Bannerlord Server Management: Web Panel, Map Downloads, and Module Compatibility
Let’s discuss the current custom server management features that matter in 2026, including the web admin panel, map downloads, and module compatibility.
What the Current Server Management Layer Actually Does
In current Bannerlord builds, the old separate Dedicated Custom Server Helper setup is no longer the main requirement; custom server management now depends on the dedicated server tool, web panel, map download support, and correct module compatibility.
Server discovery depends on token registration with TaleWorlds services, while joining depends on compatible server files, modules, maps, and network access.
The web panel and server console provide a management layer where you can:
- Control server behavior
- Monitor sessions
- Handle server-side settings
If these management or compatibility pieces are misconfigured, players may see join failures even when the server appears online.
How It Connects Clients to Your Server
Bannerlord does not rely on simple IP-based joining.
Instead:
- Server registers through Bannerlord services
- Client and server files, modules, and maps must be compatible
- Clients must match the required server version, modules, and custom map files before joining
This is why connection failures often happen even when the server is online.
When Custom Content or Server Management Causes Problems
Custom maps, server-side modules, outdated files, and misconfigured settings can introduce additional failure points.
Common failure points:
- Module mismatch between server and client
- Outdated server files
- Custom map or SceneObj dependency problems
- Conflicts with other server-side configurations
Real-world symptom:
- Server appears in the list
- Player attempts to join
- Connection fails or times out
This is often mistaken for a network issue, but it may be a version, module, map, or config problem.
Common Misunderstandings
- The old separate helper-module setup should not be treated as a normal requirement on current builds
- The web admin panel does not solve network or port issues
- Server visibility still depends on token registration, server version, public access, and start_game
- The web admin panel does not replace token authentication
Always set a strong AdminPassword before exposing the web admin panel. If you do not need the web panel or map downloader externally, keep TCP 7210 blocked from public access.
Server Visibility and Connection Flow
Understanding this flow removes most confusion around Bannerlord servers.
How Servers Appear in the List
A server becomes visible and playable after the following sequence:
- Server process launches
- Token authenticates successfully
- Server registers with Bannerlord services
- start_game runs so the server becomes visible, then start_mission or start_game_and_mission runs so the match becomes playable
If registration or start_game fails, the server may not appear; if start_mission fails, players may enter but remain stuck in intermission.
Registration Flow
The actual flow looks like this:
- Server starts
- Token validates
- Server registers with the master server list
- Server becomes visible to players
This process depends on:
- A valid token
- Public IP
- Open UDP 7210 for gameplay traffic
Without these, registration or joining can fail; check logs for token, backend, port, or version errors.
Connection Handshake
When a player joins:
- Client sends connection request
- Server validates session
- Module compatibility is checked
- Network handshake completes
- Player enters the mission
Failure at any step blocks the join.
Where Failures Occur
Break failures into three categories:
Token Issues
- Server not visible
- Registration fails
- Server disappears
Network Issues
- Server visible
- Players cannot join
- Timeout errors
Module, Map, or Custom Content Issues
- Server visible
- Join fails instantly
- Compatibility errors
Diagnostic Rule You Should Follow
Not visible usually means a token, registration, public IP, port, version, or start_game issue. Visible but not joinable usually means a port, firewall, version, module, map, or session-state issue.
This distinction prevents incorrect troubleshooting.
Joining and Managing a Bannerlord Server
Once your server is working, joining and control become straightforward.
Using the Server Browser
Players typically join through:
- Multiplayer
- Custom Server List
- Search by server name
If the setup is correct, the server appears and is joinable.
Direct Connection
Bannerlord does not rely heavily on direct IP connections.
If the server is not visible:
- Fix the token and registration first
- Then check the network
Do not rely on direct connection as your primary fix; resolve token registration and server-list visibility first.
Password-Protected Servers
You can restrict access using configuration.
This allows:
- Private matches
- Controlled testing
- Community sessions
Players must match the password to join.
Basic Admin Controls
From the server console, config file, web admin panel, or in-game admin tools, you can control:
- Game mode
- Map rotation
- Player limits
- Match flow using start_game, start_mission, or start_game_and_mission
You can also:
- Restart sessions
- Remove players
- Adjust server behavior
What Matters in Practice
Joining problems are not random.
They come from:
- Failed registration
- Missing game session start
- Blocked ports
- Version, module, or map mismatch
If players cannot join, trace the issue through these layers instead of guessing.
Troubleshooting Bannerlord Dedicated Servers
Let’s fix the problems that actually stop Bannerlord servers from working. This section is built around real failure patterns, not generic advice.
| Issue | Likely Cause | Fix |
|---|---|---|
| Server not starting | Wrong App ID, missing permissions, wrong binary path | Use App ID 1863440, verify install path, ensure correct executable (Win vs Linux), check logs |
| Server closes instantly | Missing runtime dependency, Visual C++ issue, or config error | Install Visual C++ Redistributable, validate the config file, and check logs for the crash reason |
| The server starts but does nothing | Game session not started | Run start_game and start_mission in console |
| Server not visible in the list | Token missing or expired, server not registered, no public IP, UDP 7210 blocked, server version mismatch, or start_game not executed | Regenerate token using customserver.gettoken, pass via /dedicatedcustomserverauthtoken, check expiry (3 months) |
| Server appears then disappears | Token expired or registration failed | Generate new token and restart the server |
| Server visible but cannot join | UDP 7210 blocked, firewall issue, NAT problem, or optional TCP 7210 access missing for web panel/map downloads | Open UDP 7210 for gameplay traffic, open TCP 7210 only for web panel or map downloads, allow executable in firewall, verify public IP |
| Players stuck in lobby (intermission) | Session not started | Run start_game_and_mission or both commands manually |
| Token invalid or rejected | Token expired or incorrectly copied | Regenerate token, avoid spaces or formatting errors, use fresh token |
| Port forwarding is not working | Router/NAT misconfiguration, ISP restrictions | Forward UDP 7210 correctly, test with external tools, and avoid CGNAT networks |
| Works locally but not online | Private IP or no public routing | Use a public IP or proper VPS hosting |
| Custom-content join failure | Module mismatch, map dependency issue, outdated server files, config conflict | Test with a clean Native-only config, update server files, and ensure client/server modules and maps match |
| Version mismatch (cannot join) | Server not updated after game patch | Run app_update 1863440 validate and restart |
| Logs not showing anything useful | Logs stored in system path or unsupported output argument used | Use the supported log output argument for your build and verify whether LogOutputPath or LocalOutputDir is required |
| Config changes not applied | Config file in the wrong directory | Place config inside Modules/Native and reference correctly |
| Linux server not starting | Missing execute permission | Run chmod +x bin/Linux_Shipping_Server/DedicatedCustomServer.Starter |
| Linux server runs but unstable | Running as root or poor process control | Use dedicated user and proper service management (systemd) |
| Server lagging heavily | CPU bottleneck or insufficient resources | Upgrade CPU or reduce player count |
| Random disconnects | Network instability or packet loss | Check network quality, move to stable hosting, reduce latency |
Self-Hosting vs Managed Hosting: Choosing the Right Setup
Let’s compare your options clearly so you can choose based on control, performance, and reliability.
Hosting Comparison Table
| Option | Control | Performance | Cost | Reliability | Best For |
|---|---|---|---|---|---|
| Local Machine | Full control | Low to medium | Free | Low (depends on your PC and internet) | Testing, small private games |
| VPS (Cloud Server) | Medium control | Medium (shared resources) | Low to medium | Medium | Small groups, early-stage servers |
| Dedicated Server | Full control | High (no resource sharing) | Medium to high | High | Stable multiplayer, growing communities |
| Managed Game Hosting | Low control | Medium (shared environments) | Medium to high | Medium | Beginners, quick setup |
Key Trade-Offs You Should Understand
Control vs Simplicity
- Self-hosting (local, VPS, dedicated) gives full control over configs, mods, and behavior
- Managed hosting removes complexity but limits flexibility
Performance vs Cost
- Local and VPS are cheaper but struggle under load
- Dedicated servers cost more but handle real gameplay with more predictable performance under load
Reliability
- Local setup depends on your system uptime
- VPS depends on shared infrastructure
- Dedicated servers offer better resource isolation and more predictable performance than shared VPS or local hosting
- Managed hosting varies based on provider quality
What You Should Choose
- Use local hosting for testing and learning
- Use a VPS for small multiplayer setups
- Use a dedicated server if you want stable, long-running sessions
- Use managed hosting if you want speed over control
For larger public communities, dedicated infrastructure is usually the safer option once player load and uptime expectations increase.
Production Operations & Scaling: What Changes After Setup
Let’s move beyond setup and look at what actually happens when your Bannerlord server runs in real conditions.
Game-Side vs Infrastructure-Side Problems
You need to separate failures into two clear categories. Mixing them leads to wrong fixes.
Game-Side Problems (Bannerlord Layer):
- Token expired or not passed
- Session not started (start_game, start_mission)
- Version mismatch after updates
- Module, map, or config conflicts
Infrastructure-Side Problems (Hosting Layer):
- Ports not exposed correctly
- Firewall blocking traffic
- Weak CPU under load
- Network instability
The Three-Layer Diagnostic Model
Every issue fits into one of these layers:
- Registration → token, server visibility
- Network → ports, firewall, connectivity
- Execution → session start, runtime behavior
Fix only the broken layer. Do not jump across layers.
The Local Testing Trap
This is one of the most common mistakes. Your server works locally, so you assume it works publicly.
What actually happens:
- LAN connections bypass firewall restrictions
- Local tests can bypass some public-network problems
- Network conditions are ideal
Then you deploy publicly:
- Server not visible
- Players cannot join
- Connection fails
Scaling Beyond Small Servers
Let’s define when your setup stops working and why.
Observable Signals You Have Outgrown Your Setup
You need to upgrade when you see:
- Server lag during peak hours
- Players unable to join during active matches
- Crashes under load
- Inconsistent performance between matches
- Increasing complaints about delay or desync
CPU Becomes the Primary Bottleneck
At scale, CPU often becomes the first major bottleneck.
Especially in:
- Large battles
- Captain mode
- High player counts
What happens:
- Tick rate drops
- Combat becomes delayed
- Server cannot keep up with simulation
Bandwidth
Bandwidth usage increases with players, but it is not the main bottleneck.
What changes:
- More players → more packets
- Battles → short traffic spikes
Even at scale:
- Bandwidth is usually easier to provision than low latency and packet stability
- Stability depends more on latency and packet consistency
Latency and Hosting Location
Latency becomes critical as your server grows.
What works for a local group fails when:
- Players join from different regions
- Network paths become longer
- Delay becomes noticeable in combat
Pick a server location close to your active players and check theRedSwitches network before deployment.
Effects:
- Desync in fights
- Delayed actions
- Poor experience for distant players
Uptime Becomes a Requirement
Small test servers can go offline without much impact. Community servers should not go offline unpredictably if players rely on them.
Once players rely on your server:
- Downtime frustrates users
- Players move to other servers
- Reputation drops
You need:
- Consistent uptime
- Controlled restarts
- Predictable availability
What Scaling Actually Means
Scaling is not just adding more players.
It means:
- Handling peak load with minimal lag
- Maintaining stable connections
- Keeping the server online consistently
Most setups fail here because they were built for testing, not for real use.
FAQs
Q. Can I run a Bannerlord dedicated server for free?
Yes. You can run a Bannerlord dedicated server on your own machine without renting hosting, but you still need the dedicated server files, a valid token, open ports, and a machine that stays online.
Basic requirements:
- The dedicated server files (via Steam or SteamCMD)
- A valid token
- Open network ports
But free setups come with limits:
- Your hardware handles the load
- Your internet upload affects stability
- Your PC must stay online
Q. Why is my server not showing in the list?
This is usually a registration, token, public IP, port, version, or start_game issue.
Common causes:
- Token not passed correctly in launch arguments
- Server not registered with backend
- Version mismatch start_game not executed
What to check first:
- Token is correct and active
- Server logs show successful registration
- Server version matches client
Q. Does Bannerlord support Linux servers?
Yes, Bannerlord supports Linux servers.
You can run it using:
- SteamCMD installation
- Native Linux binary (Linux_Shipping_Server)
But Linux setups fail more often due to:
- Missing execution permissions (chmod +x)
- Incorrect file paths
- Running as root user
- Misconfigured launch scripts
Q. What port does a Bannerlord dedicated server use?
The default port is:
- 7210 (UDP) → core gameplay traffic
- 7210 (TCP)→ web admin panel or map download features when needed
You must:
- Open UDP 7210 on your firewall for gameplay traffic
- Forward UDP 7210 on your router if self-hosting, and only expose TCP 7210 if you need web panel or map download access
If needed, you can change the port in configuration.
Q. Do I need a token to host a server?
Yes. A token is mandatory for public servers.
What it does:
- Registers your server with Bannerlord services
- Makes your server visible in the browser
Key facts:
- Generated using customserver.gettoken in-game
- Valid for about 3 months
- One account/token setup can host up to 50 simultaneous servers
Without a token:
- The server process may run locally
- The server will not register publicly without valid authentication
Q. Can a Bannerlord dedicated server host campaign co-op?
No. The official Bannerlord dedicated server tool hosts custom multiplayer sessions only. It does not host the single-player campaign map, campaign co-op, or a persistent campaign world.
Q. Where do Bannerlord dedicated server config files go?
Custom dedicated server config files should be placed inside Modules\Native. You can start the server with /dedicatedcustomserverconfigfile ds_config_myserver.txt to load your chosen config file.
Q. Why are players stuck in intermission?
Players usually get stuck in intermission when the server has run start_game but has not started the mission. Run start_mission or start_game_and_mission to move the server into a playable match.
Q. Can players download custom maps automatically?
Bannerlord supports custom map download features for maps placed correctly in the Multiplayer module’s SceneObj directory, but it is not a full mod manager. Complex modules may still require manual client and server installation.
Hafsa Qadeer
Technical Writer
Hafsa Qadeer is a Technical Content Writer at RedSwitches and a journalist with a background in molecular biology and oncology. She brings research precision to technical writing and SEO strategy, turning complex topics in infrastructure, biotech, and AI into content that informs and engages.
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