Check if your DayZ server is online
DayZ keeps its game port and its Steam query port apart, and it is the query port that decides whether anyone can see your server.
Advertisement
The ports DayZ uses
Both are UDP, and the numbers have nothing to do with each other: the query port sits in the Steam range instead of next to the game port. With only the game port open, the server works for anyone who has the address and is hidden from everyone else.
Every port a default DayZ install uses
With the game port left at 2302. If you changed it with -port=, the other ports move with it.
| Port | What it is for |
|---|---|
| 2302 UDP | Game trafficRequired The connect port. |
| 2303 UDP | Voice / RakNetRequired Part of the block DayZ opens above the game port. |
| 2304 UDP | Voice / RakNetRequired Part of the block DayZ opens above the game port. |
| 2305 UDP | Voice / RakNetRequired Part of the block DayZ opens above the game port. |
| 27016 UDP | Steam queryRequired steamQueryPort. Fixed by default — it does not follow the game port. |
Advertisement
Still offline? Try this
Forwarded both and still no luck? Let startup run its course. DayZ brings up the central economy and fills the map with loot before it replies to anything, which is not quick, and a modded server stretches it further.
What a DayZ server needs to run well
- Memory, 40 players
- 8 GB
- CPU cores
- 4+
- Disk
- 20 GB+
The central economy loop runs continuously regardless of player count.
What the checker asks
The checker sends a Steam server query to the server's steamQueryPort, 27016 on a default install, which is set in serverDZ.cfg and does not follow the game port. A pass means the server can be found in the in-game and Steam lists. It says nothing about whether a given player will be let in, which depends on versions and mods.
Listed, but players are kicked
Two settings decide who gets in once they connect. forceSameBuild, on by default, turns away any client not on exactly the server's version, so after a DayZ update the server has to be updated too. verifySignatures is always 2, which means every mod the server runs needs its .bikey file in the server's keys folder; a missing key gets players kicked for signatures even though the mod is installed on both sides.