To administer an Astroneer dedicated server, use either the in-game Server Admin panel or a console/RCON connection that accepts DS* commands. First assign ownership with OwnerName while the server is stopped, then use commands such as DSListPlayers, DSServerStatistics, DSSaveGame, DSKickPlayerGuid, and DSSetPlayerCategoryForPlayerName. Whitelisting depends on player categories and DenyUnlistedPlayers. The command list is build-sensitive: the broadest published reference targets server version 1.17.89.0 from 2021, so confirm behavior on your current build before using destructive or creative-mode commands.
What are Astroneer server admin commands?
Astroneer administration has two layers. An owner or administrator can use the in-game Server Admin panel for routine actions such as password and whitelist management, while a console or RCON client sends text commands beginning with DS. The console is useful for remote status checks, player moderation, saves, loading worlds, and shutdowns, but it should stay on a private network or behind a firewall rather than being exposed to the public internet.
Commands are normally sent as a command name followed by space-separated arguments and a newline. If the console requires authentication, send the configured password as a newline-terminated value first. Responses are separated by carriage-return/newline characters; data commands return structured information, while action commands commonly return a status or message object.
How do I install an Astroneer dedicated server?
You can install the dedicated server through Steam or download it with SteamCMD. Steam’s graphical route is Library > Tools, where you install Astroneer Dedicated Server. With SteamCMD, use application ID 728470.
Find the configuration files
On Windows, the official configuration directory is Astro/Saved/Config/WindowsServer. The two files you will use most often are Engine.ini and AstroServerSettings.ini. The example network configuration places the game server on port 8777.
Stop before editing
Always stop the server before changing an INI file. The official documentation warns that edits made while the process is running may not be saved and can be overwritten when the server exits. After editing, start the server again and verify the setting from the panel or a status query.
How do I become an Astroneer server admin?
Set the first owner’s Steam account name in AstroServerSettings.ini, restart the stopped server, and connect with that exact name. The essential lines are:
OwnerName=yoursteamname
OwnerGuid=0
The official setup documentation explains that this makes the first player who connects with the Steam name in OwnerName the server owner. Keep the spelling and capitalization consistent with the account name shown by Steam. Once that player joins, the Server Admin options become available in game.
Using a managed hosting panel
Most managed hosts expose the same setting without direct file editing. Stop the instance, enter the Steam account name in the panel’s Server Owner Name or Admin field, save, restart, and open the in-game Admin options tab to confirm access. If the panel writes OwnerName for you, do not also edit a second copy of the file while the server is running.
If ownership does not appear
- Confirm the server was fully stopped before the change.
- Check that the name is the Steam account name, not a display name from another service.
- Verify that the edited file belongs to the active server instance and not a duplicate installation.
- Restart after saving, then connect with the matching account before testing another player.
Which Astroneer admin commands are most useful?
The commands below cover day-to-day administration. Replace capitalized placeholders with values from your server. Quoted player names are safest when a name contains spaces.
| Command | Purpose | Example | Important qualification |
|---|---|---|---|
DSListPlayers |
Lists known players, GUIDs, categories, connection state, and index. | DSListPlayers |
Use the returned GUID or exact name for later moderation. |
DSServerStatistics |
Reports build, player counts, active save, FPS, password state, whitelist state, and creative state. | DSServerStatistics |
Fields can vary between server builds. |
DSSaveGame |
Forces an immediate save. | DSSaveGame |
Run before maintenance, loading another world, or shutdown. |
DSLoadGame |
Loads a named save and makes it active. | DSLoadGame SAVE_NAME |
Save-name syntax can depend on the provider or build; back up first. |
DSKickPlayerGuid |
Kicks a player by Steam/GUID identifier. | DSKickPlayerGuid PLAYER_GUID |
Get the identifier from DSListPlayers; GUIDs avoid index changes. |
DSSetPlayerCategoryForPlayerName |
Assigns a category such as Admin, Whitelisted, Blacklisted, or Unlisted. | DSSetPlayerCategoryForPlayerName "Player Name" Whitelisted |
Use the exact player name returned by the list command. |
DSSetDenyUnlisted |
Turns whitelist enforcement on or off. | DSSetDenyUnlisted True |
Whitelist intended players before enabling it. |
DSSetPassword |
Changes the server password. | DSSetPassword NEW_PASSWORD |
A hosting panel is preferable when one is available. |
DSCreativeMode |
Toggles creative mode for the active save. | DSCreativeMode True |
Community references mark creative commands as version-sensitive. |
DSServerShutdown |
Gracefully stops the server. | DSServerShutdown |
Run DSSaveGame first. |
Additional commands you may encounter
Published command references also list DSSetPlayerCategoryGuid, DSSetPlayerCategoryIdx, DSSetSaveGameInterval, DSSetActivityTimeout, DSBackupSaveGames, DSListGames, DSNewGame, DSRenameGame, DSDeleteGame, and several DSSet*Creative limit toggles. They are not equally reliable: some are buggy, disabled, or undocumented on particular builds. Treat the list as a reference for experimentation on a disposable server, not a guarantee that every command is available.
How do I list players and identify someone safely?
Run DSListPlayers before a moderation action. The response can include a player’s name, GUID, category, connection state, and an index. Copy the GUID or exact name immediately; indexes can change as players disconnect and reconnect.
- Send
DSListPlayers. - Locate the target account and copy its GUID or exact displayed name.
- Use the GUID with
DSKickPlayerGuid, or use the name withDSSetPlayerCategoryForPlayerName. - Run
DSListPlayersagain to verify the category or connection state changed.
How do I whitelist players?
Astroneer’s access control uses categories. The relevant categories are Owner, Admin, Whitelisted, Unlisted, Blacklisted, and Pending. Whitelist enforcement is controlled by DenyUnlistedPlayers in the configuration or by the equivalent DSSetDenyUnlisted command.
Console procedure
- Run
DSListPlayersand identify the account. - Promote it with
DSSetPlayerCategoryForPlayerName "Player Name" Whitelisted. UseAdminonly for a trusted operator. - After all intended players are listed, enable enforcement with
DSSetDenyUnlisted True. - Run
DSListPlayersagain and test a normal reconnect.
When enforcement is enabled, Owner, Admin, and Whitelisted players are allowed. An account that attempts to join without an allowed category may appear as Pending until you promote it. If you enable the restriction first, you can lock out friends or your own alternate account, so prepare the allow-list beforehand.
Configuration-file procedure
Stop the server, set DenyUnlistedPlayers=True in the server settings, and edit the relevant PlayerProperties entries only while the process is stopped. Save the file, restart, and verify with the admin panel or DSServerStatistics. Running-server edits can be overwritten.
How do I ban or unban an Astroneer player?
For a one-time removal, use the in-game player controls or DSKickPlayerGuid PLAYER_GUID. A kick ends the current session but does not create a lasting ban. To block future connections, assign the account to Blacklisted.
- Run
DSListPlayersand copy the exact name or GUID. - Use the in-game moderation control, or set the category with
DSSetPlayerCategoryForPlayerName "Player Name" Blacklisted. - If you edited
PlayerPropertiesmanually, stop the server first, save, and restart. - Have the player reconnect only after you have changed the category back to
UnlistedorWhitelisted.
Do not rely on a player index for a permanent decision. The index is session-oriented, whereas the GUID identifies the account more consistently.
How do I save, load, and back up a server?
Use DSSaveGame before changing worlds, applying major settings, or shutting down for maintenance. The command forces an immediate save instead of waiting for the normal interval.
Loading another world
- Run
DSSaveGamein the currently active world. - Confirm the target save name using the provider’s save list or, where supported,
DSListGames. - Create or verify a backup before changing the active world.
- Send
DSLoadGame SAVE_NAME. - Check
DSServerStatisticsand have a player reconnect to confirm the expected save is active.
The exact save-name syntax is provider- and build-dependent, so do not guess a name. If your host offers a backup action, use it before loading, renaming, or deleting a save. The command list also includes DSBackupSaveGames, but availability should be tested on your build.
Graceful shutdown
Save first, warn connected players, then send DSServerShutdown. A graceful shutdown is safer than terminating the process, but it is still destructive if the most recent save has not completed.
How do I enable creative mode?
The community command reference lists DSCreativeMode True for toggling creative mode on the active save. It also lists related DSSet*Creative limit commands. Because the reference is tied to server version 1.17.89.0 from 2021 and notes that some commands are buggy or disabled, test creative changes on a copy or disposable save.
- Back up the save or create a test world.
- Run
DSServerStatisticsto confirm the active save and current creative state. - Send
DSCreativeMode True. - Query
DSServerStatisticsagain and connect with a test account. - If the state does not change, use the current provider panel or server build documentation rather than repeatedly issuing an uncertain command.
Creative mode is a save-level decision, not merely a client preference. Announce the change to players and keep a separate survival backup if the world is shared by people who expect normal progression.
What is the difference between self-hosting and managed hosting?
Self-hosting gives you the most direct control, while managed hosting moves networking, backups, and many admin actions into a web panel. Neither option removes the need to understand ownership, categories, saves, and build compatibility.
| Decision area | Self-hosted server | Managed server |
|---|---|---|
| Control | Direct access to Engine.ini, AstroServerSettings.ini, files, and console tools. |
Panel settings abstract the files; advanced options may be limited or delayed. |
| Networking | You must allow the game port through the host firewall and forward it on a router when required. | The provider normally manages the public network path. |
| Administration | Console/RCON and the in-game Admin panel. | Provider controls plus the in-game panel; direct RCON access varies. |
| Backups and recovery | You manage local copies and test restoration yourself. | Some providers expose scheduled or on-demand backups; verify retention and restore controls. |
| Platform compatibility | You must match the server type to the platforms you intend to support. | The provider may document supported combinations, but you still need to verify the current matrix. |
| Version reliability | You can update or roll back files directly, but you own compatibility testing. | Updates may be simpler, while command availability depends on the provider’s deployed build. |
Self-hosting is reasonable when you can secure a machine, configure a firewall, and maintain backups. Managed hosting is a legitimate alternative when you prefer a panel and provider-managed networking, especially because the official documentation describes self-hosting as reasonably complicated and offers limited direct support.
How do I secure the console and network?
Set a console password where supported, keep the console port closed to the public internet, and permit access only from the administration machine or a private VPN. The game port, shown as 8777 in the official example, still needs a host-firewall rule and possibly router port forwarding for outside players.
- Use a strong, unique console password; do not reuse the game password.
- Restrict inbound console traffic by source IP or VPN.
- Forward only the game port required by your server configuration.
- Check the host firewall after every machine or provider migration.
- Remove temporary test rules once administration works.
Never assume that a successful local connection means friends can join. A local test checks the process; an external test checks firewall, router, and platform compatibility together.
Why is an Astroneer command not working?
The command returns an error or no useful result
Check the server build first. The widely circulated command reference describes version 1.17.89.0 in 2021 and explicitly warns that commands may be buggy or disabled. Try a supported status command such as DSServerStatistics, confirm the console is authenticated, and verify the command spelling and newline termination.
The setting resets after restart
Stop the server before editing configuration. Changes made while it is running can be overwritten on exit. Confirm that the panel is not regenerating the file from a separate saved profile.
A player cannot join after whitelist activation
Run DSListPlayers and inspect the category. Promote the account to Whitelisted or Admin, then test a fresh connection. Pending status means the account is waiting for an allowed category; a Blacklisted account must be moved out of that category before it can join.
The owner cannot see admin controls
Recheck OwnerName, use the exact Steam account name, and restart after saving. If a provider panel controls the instance, make the change there rather than editing a local file that the provider does not use.
Players cannot connect from outside the network
Confirm the server is listening on the configured port, allow it through the host firewall, and forward it on the router when the server is behind NAT. Also verify that the players’ platforms are supported by the dedicated-server configuration you selected.
Which commands should I learn first?
Start with a small, dependable set rather than memorizing the entire community list:
DSServerStatisticsfor a health and configuration snapshot.DSListPlayersfor names, GUIDs, and categories.DSSaveGamebefore any risky action.DSSetPlayerCategoryForPlayerNamefor access control.DSSetDenyUnlistedafter the allow-list is ready.DSKickPlayerGuidfor immediate removal.DSLoadGameonly after confirming a backup and exact save name.DSServerShutdownfor a planned, saved stop.
Keep a text record of the commands you issue, the save name affected, and the server build. That simple log makes it easier to reverse a category change, identify a failed load, or report a reproducible command problem.
Frequently Asked Questions
Can I administer an Astroneer server without using RCON?
Yes. An owner or admin can use the in-game Server Admin panel for common tasks such as password and whitelist management. RCON is mainly useful for remote operation, automation, and status or save commands when nobody is logged into the game.
What does Pending mean in the player list?
Pending usually indicates that the account tried to join while unlisted players were denied and has not yet been promoted to an allowed category. Assign Whitelisted or Admin status, then have the player reconnect.
Should I test commands on my main survival world?
No. Test uncertain commands, especially creative toggles, save loading, renaming, or deletion, on a disposable world or a verified backup. A command documented for an older build may be ignored or behave differently after an update.
How can I tell whether a problem is the server or the network?
Run a local connection test and inspect DSServerStatistics first. If local access works but remote players fail, check the configured game port, host firewall, router forwarding, and platform compatibility.