Terraria Server Quickstart

Join via IP, edit serverconfig.txt for world, difficulty, and players, upload worlds, use console commands, and run tModLoader mods.

Updated 2 min read

A Terraria server is small, fast, and configured with one text file. tModLoader servers add a mod list and a matching client requirement. This quickstart covers connecting, serverconfig.txt, worlds, and mods. Panel basics are in Access Your Game Server Panel.

Connect#

In Terraria choose Multiplayer, then Join via IP, enter your IP, then the port (7777 by default) when prompted, and the password if set. tModLoader players must use the tModLoader client to join a tModLoader server.

serverconfig.txt#

Stop the server, edit the file, restart. Lines beginning with # are comments:

world=/home/container/Worlds/nobull.wld
autocreate=2          # if the world file does not exist: 1 small, 2 medium, 3 large
seed=
worldname=nobull
difficulty=1          # 0 classic, 1 expert, 2 master, 3 journey
maxplayers=16         # up to 255
port=7777
password=
motd=Welcome to a NoBull Networks server
secure=1
language=en-US
npcstream=60
priority=1

Common values are also on the Startup tab. If both are set, the startup variables usually win; pick one place to change things.

Worlds#

Worlds are single .wld files in the Worlds/ folder. Upload one from your PC (Terraria stores them under Documents/My Games/Terraria/Worlds) and point world= at it. To start fresh, change worldname and let autocreate generate a new one. The server autosaves; type save in the panel Console before a restart and exit to shut down cleanly. Nightly backups plus a downloaded copy of a beloved world is the right routine.

Console and moderation#

playing
say Restart in 5 minutes
kick Herobrine
ban Herobrine
save
exit

Vanilla Terraria has no in-game admin system beyond the console; tModLoader and plugin servers such as TShock add permissions and commands if you need moderation from inside the game.

tModLoader mods#

On a tModLoader server, mods live in the Mods/ folder as .tmod files, and enabledmods.json lists which are active. Every player needs the same set; recent tModLoader builds prompt joining players to download missing mods from the Steam Workshop, but publish the list anyway. Big content mods (Calamity, Thorium, Spirit) push RAM: watch the panel graphs and step up the plan if the world lags with a full party (see Upgrade or Downgrade a Plan).

Updates#

Terraria and tModLoader update independently and clients must match. Restart from the panel to fetch the current build after an update; on tModLoader, update mods to their compatible versions the same day.

Still stuck? Real engineers answer tickets around the clock, and the status page shows anything network-wide before you ask.