# Networking for normal humans You run panel at home, your friends want to join your server, and you have a consumer router. This page is for you. ## The 60-second version 1. panel gives every instance its **host ports** at create time (see [what the panel auto-allocates](#what-the-panel-auto-allocates)). The dashboard's instance card / Ports panel shows the exact numbers. 2. Log in to your router and **forward those ports** (right protocol — most games are UDP) to the LAN IP of the **agent box** running that instance. 3. Give your friends `your-public-ip:game-port`. You do **not** need to forward the panel's own ports (8080/8443) for people to *play* — only to administer the panel from outside. ## What the panel auto-allocates At instance create time the controller assigns each declared port a **host port** from the agent's configured port window — default **7000–9999** (`controller/cmd/controller/portalloc.go`). You can set a per-agent window in the agent edit modal (e.g. box A gets 7000–7999, box B gets 8000–8999). The allocator: - reserves ports of **stopped** instances too (they come back), - probes live sockets so it won't hand out a port some other process holds, - honors manual overrides from the Ports UI when they fit the window, - errors when the window is exhausted (widen it or delete instances). So the *actual* host port is usually **not** the game's default port — always read it off the dashboard. Ports marked `internal` in the module manifest (RCON, admin APIs) are **never** exposed on the host and never need forwarding. ## Per-game port table Defaults from each `modules//module.yaml` (`ports:`). "Forward" means players/queries need it; internal ports are panel-only. | Game | Port (default) | Proto | Forward? | Notes | |---|---|---|---|---| | 7 Days to Die | 26900, 26901, 26902 | udp | yes (all 3, contiguous) | 8080/tcp web dashboard optional; telnet 8081 internal | | ARK: Survival Ascended | 7777, 7778 game + 27015 query | udp | yes | RCON 27020/tcp internal | | Barotrauma | 27015 game + 27016 query | udp | yes | | | Conan Exiles | 7777 game + 7778 pinger + 27015 query | udp | yes | RCON 25575/tcp internal | | Core Keeper | 27015 | udp | yes | | | DayZ | 2302 game/query | udp | yes | 2303/2304 optional; BE RCON 2305 internal | | Dragonwilds | 7777 | udp | yes | | | Empyrion | 30000–30003 (game, query, client, EAC) | udp | yes (all 4) | CSW 30004 internal; EAH API 30007/tcp only if you use EAH | | Enshrouded | 15637 | udp | yes | | | Factorio | 34197 | udp | yes | RCON 27015/tcp internal | | Minecraft Bedrock | 19132 (+19133 IPv6) | udp | yes | | | Minecraft Java | 25565 | tcp | yes | RCON 25575 internal | | Palworld | 8211 game + 27015 query | udp | yes | RCON 25575/tcp internal | | Project Zomboid | 16261, 16262 | udp | yes (both) | RCON 27015/tcp internal | | Rust | 28015 | udp | yes | RCON 28016 internal; Rust+ 28082/tcp optional | | Satisfactory | 7777/udp game + 8888/tcp reliable | both | yes (both) | | | Sons of the Forest | 8766 game + 27016 query | udp | yes | | | Soulmask | 8777 game + 27015 query | udp | yes | admin 8888/tcp internal | | Terraria | 7777 | tcp | yes | | | V Rising | 9876 game + 9877 query | udp | yes | | | Valheim | 2456, 2457, 2458 | udp | yes (all 3, contiguous) | | | Vein | 7777 game + 27015 query | udp | yes | RCON 7878/udp internal | | Windrose | 7777 | udp | yes | | Remember: these are the *container defaults* — forward the **host ports the panel actually assigned** (dashboard → instance → Ports). ## Forwarding ports on a generic router Every router is different; the shape is always: 1. Browse to your router's admin page — usually `http://192.168.1.1` or `http://192.168.0.1` (it's the "Default Gateway" in `ipconfig` / `ip route`). 2. Find **Port Forwarding** — sometimes under "NAT", "Virtual Server", "Gaming", or "Advanced". 3. Add a rule per port (or range): external port = internal port = the host port panel assigned; protocol per the table above; internal IP = the LAN address of the **agent** box. 4. Give the agent box a **static LAN IP** (DHCP reservation) so the rule doesn't break after a reboot. 5. Test from *outside* your network (phone on cellular). Sites like canyouseeme.org only test TCP — most game ports are UDP, so the real test is a friend joining. If you're behind **CGNAT** (ISP gives you a shared public IP — common on cellular/fiber ISPs), port forwarding can't work; use a VPN/tunnel (WireGuard on a cheap VPS, playit.gg, Tailscale Funnel, etc.) or ask your ISP for a public IP. ## What about `opnfwd`? You may notice an "OPNsense auto-forward" card in the admin settings and `opnfwd_*` code in the tree. That is **maintainer-specific automation** for a home lab running an OPNsense firewall: when enabled, the panel calls the OPNsense API to create port forwards automatically on instance create/delete. It is **off by default** (`panel_settings.opnfwd_enabled` must be explicitly set to `true`) and is irrelevant to normal users — if you don't run OPNsense, ignore it entirely and forward ports on your router as described above.