Eco connection failures usually come from one of four different causes: a server that is overloaded, a network route that is dropping or delaying packets, a misconfigured port or address, or a mod/update that prevents the server from starting correctly. The quickest fix is to classify the symptom first, then check the live values in Configs/Network.eco, test a direct IP connection, and use Eco’s logs and profiling tools before changing world or performance settings. This guide walks through that process for timeouts, missing browser listings, offline mode, slow mod downloads, tick lag and region-specific connection problems.
What kind of Eco lag or connection problem are you seeing?
Identify who is affected and when the failure occurs before changing anything. A problem affecting every player at the same time points toward server workload or a shared network path; a problem affecting one player or one region is more often routing, firewall, VPN, IPv6 or ISP peering.
| Symptom | Most likely area | First check |
|---|---|---|
| Everyone sees delayed actions, rubber-banding or slow ticks | Server CPU, memory, world simulation, loose items, flowing water or mod load | Check the server log and run a one-minute CPU profile or memory dump with Eco Server Profiling |
| Only one player, household or geographic region cannot join | Route, firewall, VPN, IPv6 or ISP peering | Try another network and request an MTR report from an affected player |
| The server is missing from the browser but direct IP works | Listing, RemoteAddress or port configuration |
Read the running server’s Network.eco and verify the public address and ports |
| The server will not start after a mod or game update | Mod compilation or obsolete override code | Read the startup log for “Mods recompiled with errors” and fix the named file |
| Joining takes a long time because mods download slowly | Stale local mod files or a slow connection to the server | Close Eco, remove the local Mods folder, then reconnect |
Do not treat network latency as proof that the server itself is overloaded. High latency can make online play feel delayed and can increase the chance that lag becomes visible, but changing world settings will not repair a bad route between a player and the host.
How do I verify Eco’s actual ports and network addresses?
Open the configuration used by the running server instead of assuming the documented defaults. Custom hosting panels, a second server on the same computer, or a client and dedicated server sharing one PC can all use different values.
Read Configs/Network.eco
Stop the server before editing an .eco file. Eco can write unsaved values back during shutdown and overwrite a manual change. If you prefer the web interface, change the setting in /serverui and select File → Save. Keep a copy of the original file and the Storage folder before making changes.
| Setting | Documented default | Transport and purpose |
|---|---|---|
GameServerPort |
3000 | UDP game traffic |
WebServerPort |
3001 | TCP web interface traffic |
RconServerPort |
3002 | TCP remote-console traffic |
SteamServerPort |
3003 | Offline-mode service; documented default |
These are documented defaults, not a guarantee that your instance uses them. Give players the exact game port shown in the live file and in your host’s allocation panel. When a client and dedicated server run on the same computer, Eco’s setup guidance calls for alternate ports so the two processes do not collide.
Check the address fields without forcing a value
IPAddress defaults to 0.0.0.0, meaning “Any.” Eco’s reference says RemoteAddress is normally detected automatically. A leading or trailing space in that field can make a server difficult to find. Leave IPAddress at its default unless the documentation for your specific Eco version or hosting environment explicitly requires another value; forcing a private or outdated address can make the server unreachable.
How do I fix an Eco server connection timed out error?
Confirm the process is genuinely running, use the host’s primary allocation and port, then test a direct connection before changing world or mod settings.
- Confirm the server is online. Check the host panel or process list and make sure it is not repeatedly crashing and restarting. A server that appears “started” but has a new process every few seconds is not ready for players.
- Copy the primary allocation exactly. Use the public IP or hostname and the port assigned to the game service. Do not substitute the web, RCON or offline-mode port.
- Try a direct IP connection. A direct connection bypasses listing delays and reveals whether the game service itself is reachable. If direct IP succeeds while the browser does not, investigate listing and address settings rather than server performance.
- Test from a second network. A phone hotspot or another household connection can show whether the original ISP, router or firewall is involved. Record which network worked; this is useful evidence for the host.
- Collect an MTR from affected players. If only some players or regions fail, ask those players for an MTR report to the server address. MTR can show packet loss or a route that degrades outside your own machine; it is more informative than changing random server settings.
- Revert temporary network changes. Remove VPN or Hamachi adapters, review security-software exceptions and undo experimental IPv6 changes one at a time. These steps are environment-sensitive, so note each change and reverse it if it has no effect.
If the process is running, the allocation is correct and direct IP still times out for everyone, check the host firewall and the port-forwarding or provider allocation. A timeout is not fixed by increasing the world size or deleting local mod files.
Why is my Eco server not showing in the browser?
A browser listing problem can exist even when the game server is healthy. If direct IP works, concentrate on the advertised address, listing settings and the ports in Network.eco.
When direct IP works
- Compare the browser-visible address with
RemoteAddressand the public allocation shown by the host. - Remove any leading or trailing spaces in address fields.
- Verify that the listing uses
GameServerPort, notWebServerPortorRconServerPort. - Restart the server after saving the configuration, then allow time for the listing to refresh.
When direct IP also fails
Return to the timeout workflow: confirm the process, test from another network, inspect firewall rules and request an MTR if the failure is regional. Do not change IPAddress away from 0.0.0.0 merely because the browser is empty; Eco normally handles address detection automatically.
What does Eco offline mode mean, and how do I recover?
Eco’s developer explains that starting in offline mode means the game could not establish a connection to Eco’s backend services. That message does not necessarily mean your dedicated game server is offline; it can indicate a client-side service, security-software or route problem.
- Check that Eco and its launcher are allowed through security software.
- Temporarily remove VPN, Hamachi and other virtual network adapters, then restart the client.
- If your provider or network has an IPv6 issue, test the documented IPv6 change for that environment and record the result.
- Try another connection to separate a local network problem from a service or ISP problem.
- If the message persists, send the client logs with the time of the failure and the changes you tested.
These checks can vary by Eco version, operating system and provider. Make one change at a time so you know which setting restored connectivity and can safely undo unnecessary changes.
How can I tell whether the server itself is causing lag?
Server-side lag affects multiple players at once and usually appears as delayed world updates, slow interactions or a falling tick rate. Use evidence from profiling and logs instead of guessing.
Use Eco’s profiling tools
Eco Server Profiling can produce a memory dump or a one-minute CPU profile. Capture a profile while the lag is occurring, note the player count and active area, and inspect which systems consume resources. A memory dump is useful for sustained growth or exhaustion; a CPU profile helps identify a simulation or mod that is consuming ticks.
Check the operating environment
- Watch CPU utilization and per-core saturation rather than only the average percentage. A single busy core can limit simulation even when total CPU use looks moderate.
- Check available memory and whether the operating system is paging. Memory pressure can produce pauses that players describe as lag.
- Read the server log for repeated errors, warnings or a restart loop.
- Compare the time of the lag with backups, scheduled tasks, world saves or mod activity.
No authoritative study establishes a universal percentage of Eco lag caused by CPU, memory, world size, mods or network latency. Treat a profile, log entry or repeatable test as stronger evidence than a generic threshold.
Which workload changes reduce Eco server lag safely?
Start with reversible changes and keep a backup. Reduce simulation work before making experimental configuration edits.
Use a conservative world size for a new world
A hosting provider’s Eco guidance describes the default world size as the most performance-friendly choice and warns that larger worlds can reduce performance as the server runs longer. Eco’s official guide also requires the value in WorldGenerator.eco to be divisible by 4.
World-generator changes apply only when a new world is created. Changing the file on a live world does not resize that existing map; make a fresh world only after backing up the current Storage folder and explaining the data-loss implications to players.
Schedule maintenance restarts
Akliz recommends at least one scheduled restart per day as an operational practice. This is a hosting-provider recommendation, not a measured Eco-wide requirement. Use a maintenance window that fits your players, and verify that the restart process completes a clean save before terminating the process.
Reduce simulation clutter
- Clean up large quantities of loose items.
- Reduce small isolated pools and extensive areas of flowing water, which require ongoing simulation.
- Limit mods that create many entities, including animal-heavy additions, when profiling shows entity work consuming CPU.
- Keep Eco and its server-side mods current, but update one component at a time so a regression is easy to identify.
Treat advanced settings as experiments
Some hosting guidance documents a ParallelWorldObjectTicks setting. It also warns that configuration edits can make a server slightly unstable. Back up first, change one value, profile the result and restore the original if stability or performance worsens. Never make several tuning changes at once; you will not know which one helped or caused the failure.
How do I fix a server that will not start after a mod or update?
Read the startup log before touching the world. A mod compile failure can stop startup entirely, and older mods or .override.cs files may fail after an Eco update.
- Open the startup log and search for “Mods recompiled with errors”.
- Note the exact mod, assembly or
.override.csfile named near the error. - Remove or update only that item, keeping a copy outside the active Mods directory.
- Start the server with the remaining mods and confirm it reaches the normal ready state.
- Add compatible mods back one at a time, restarting and checking the log after each addition.
If the server starts after removing a mod, do not immediately restore every file. Check whether the mod supports your Eco version and whether it depends on another mod. Keep the previous working set and a Storage backup so a failed update can be rolled back.
How do I repair slow Eco mod downloads?
For a client that takes unusually long to download server mods, close Eco completely and remove the local Mods folder at AppData/LocalLow/Strange Loop Games/Eco/Mods. Reconnect so the server can provide a clean copy of its current mods.
This removes local mod files, not the server’s world. If the download remains slow after rebuilding the folder, compare another network, check whether other players see the same speed and ask the host whether its upload or allocation is saturated. Do not delete the server’s Storage directory as a mod-download fix.
Will a wired connection fix Eco lag better than Wi-Fi?
Test the connection type before buying hardware. A wired link usually gives more consistent latency and fewer transient losses than congested Wi-Fi, but it cannot repair a failing ISP route or an overloaded server.
- Join the same server over Wi-Fi and record when delays occur.
- Connect the computer directly to the router with Ethernet and repeat the test at a similar time.
- Compare packet loss, disconnects and latency consistency rather than a single speed-test number.
- If wired improves the symptom, inspect Wi-Fi interference, distance, channel congestion and router firmware. If both behave the same, focus on routing or the server.
A suitable Cat6 Ethernet cable may help when the existing cable or link is unreliable, but the cable itself is not a guaranteed Eco fix. Replace only after the wired-versus-Wi-Fi test shows the local link is involved.
Should I self-host Eco or use managed hosting?
Choose based on who will operate the network, updates, backups and diagnostics. Neither model automatically eliminates lag.
| Factor | Self-hosting | Managed hosting |
|---|---|---|
| Hardware headroom | You choose the CPU, memory and storage; upgrades are your responsibility. | The plan determines available resources; moving to a larger plan may be simpler than replacing hardware. |
| Network reachability | You handle port forwarding, firewall rules, public addressing and ISP limitations. | The provider supplies an allocation and network path, but regional routing can still affect individual players. |
| Uptime and restarts | You schedule maintenance and recover from crashes. | Panels commonly provide scheduled restarts and process monitoring, subject to the provider’s policy. |
| Updates and mods | You test versions, dependencies and rollback copies. | The panel may simplify deployment, but you still need compatible mod versions and backups. |
| Diagnostics | Full access to operating-system metrics, logs and Eco profiling. | Access depends on the host; confirm that logs, profiling output and file backups are available. |
If everyone lags together and profiling shows CPU or memory pressure, additional hardware or a managed plan with more headroom may help. If only one region fails, changing hosting resources will not necessarily improve the route; obtain MTR evidence first.
What mistakes should I avoid while troubleshooting Eco?
- Do not edit a live
.ecofile while the process is running. Shutdown can overwrite your change. - Do not change several mods or settings simultaneously. Isolate one variable and keep the previous working copy.
- Do not confuse web and game ports. Players need the UDP game port, not the TCP web or RCON port.
- Do not resize an existing world by editing
WorldGenerator.eco. The setting applies to a new world only, and the size must be divisible by 4. - Do not assume a browser listing proves server health. Test direct IP, and do not assume a successful direct IP proves the listing configuration is correct.
- Do not delete server storage when fixing a client mod cache. The client Mods folder and server
Storagefolder serve different purposes. - Do not treat a generic Windows optimizer as an Eco server repair. Local driver or system investigation may be relevant after Eco and network diagnostics, but it cannot fix server tick pressure or ISP routing.
What is the fastest complete troubleshooting order?
Use this order to minimize unnecessary changes and preserve a rollback path.
- Classify the symptom: everyone, one player, one region, browser-only, startup failure or slow mod download.
- Confirm the process is running without a crash loop and read the latest startup log.
- Read the live
Configs/Network.eco; record game, web, RCON and offline-mode ports plus address fields. - Try the primary allocation by direct IP, then test from another network.
- For regional or player-specific failures, collect MTR output and inspect VPN, firewall and IPv6 factors.
- For shared tick lag, capture Eco’s one-minute CPU profile or memory dump and inspect CPU, memory, entities, water and mod activity.
- Back up
Storage, then apply one reversible workload change: cleanup, a lighter mod set, a scheduled restart or a new-world size decision. - After each change, reconnect with the same players and compare the result. Restore the backup or original configuration if stability declines.
Frequently Asked Questions
Can an Eco server be reachable by IP but still fail in the server browser?
Yes. Direct IP tests the game service, while the browser also depends on the advertised remote address and listing registration. Check the saved RemoteAddress, remove stray spaces and make sure the listing uses the game port.
Does changing Eco’s port require changing both UDP and TCP rules?
Not for the same service. Game traffic uses the configured UDP game port; the web interface and RCON use their own TCP ports. Open or forward only the protocols and ports shown in your live configuration.
Will deleting my local Eco Mods folder remove my character or world?
No. The client cache is under AppData/LocalLow/Strange Loop Games/Eco/Mods, while the server world and saves are in the server’s Storage folder. Deleting the client folder forces a fresh mod download but should not erase server data.
How can I prove that an ISP is causing Eco disconnects?
Repeat the connection from a different provider, such as a phone hotspot, and compare an MTR from the affected connection with one from a working connection. Loss or latency that appears only on the failing route gives the host or ISP actionable evidence.