Getting Started
Requirements
- OpenRCT2 version 0.4.0 or later
- RollerCoaster Tycoon 2 game files
- Network connection (LAN or Internet)
- Port 11753 open for hosting (default)
Quick Start
Choose Mode
Select either “Start Server” to host a game or “Join Server” to connect to an existing server.
Configure Settings
For servers: Set server name, description, and port. For clients: Enter the host address and port.
Hosting a Server
Server Setup
To host a multiplayer server:- Load a Park: Open an existing save file or start a new scenario
- Start Server: Go to Multiplayer → Start Server
- Configure Settings:
- Server name (publicly visible)
- Server description (up to 256 characters)
- Password (optional)
- Port (default: 11753)
- Advertise on master server (optional)
Server Configuration
Network Settings
Default Port:11753 (TCP)
LAN Broadcast Port: 11754 (UDP)
Master Server: https://servers.openrct2.io
Server Advertising
Servers can be advertised on the OpenRCT2 master server list, making them discoverable by other players:- Enable “Advertise on master server” in server settings
- Your server will appear in the public server list
- The master server periodically checks availability
- Servers auto-register if the master server becomes unreachable and returns
Server Information
Players can view server details including:- Server name and description
- Current number of players
- Provider name, email, and website
- Greeting message
- Game version and compatibility
Joining a Server
Connection Methods
- Server List
- Direct Connect
- LAN Discovery
Browse the public server list to find and join advertised servers:
- Open Multiplayer menu
- Select “Browse Servers”
- Choose a server from the list
- Click “Join”
- Enter password if required
Connection Status
During connection, you’ll see various status messages:- Connecting: Establishing network connection
- Authenticating: Verifying player credentials
- Downloading Map: Receiving park data from server
- Loading Objects: Loading required custom objects
- Connected: Successfully joined the server
Map Download
When joining a server, the client downloads the current park state:- Improved network protocol supports larger packets (v0.4.30+)
- Handles servers with many custom objects
- Supports large maps
- Download size displayed in kibibytes
- Progress bar shows download status
Player Management
Player Information
View details about connected players:- Player name and ID
- Ping (connection latency)
- Money spent
- Group/permissions
- Last action performed
- Commands executed count
- IP address (server hosts only)
- Public key hash for authentication
Player Groups & Permissions
OpenRCT2 uses a group-based permission system. Server administrators can create groups with specific permissions:Available Permissions
Available Permissions
- Chat: Send chat messages
- Terraform: Modify terrain and water levels
- Set Water Level: Change water height
- Toggle Pause: Pause/unpause the game
- Create Ride: Build new rides
- Remove Ride: Delete existing rides
- Build Ride: Modify ride tracks
- Ride Properties: Change ride settings
- Scenery: Place and remove scenery
- Path: Build and remove paths
- Drag Path Area: Use path area dragging tool (v0.4.30+)
- Clear Landscape: Use landscape clearing tools
- Guest: Manage guest actions
- Staff: Hire, fire, and manage staff
- Park Properties: Modify park settings
- Park Funding: Adjust budgets and loans
- Kick Player: Remove players from server
- Modify Groups: Create and edit permission groups
- Set Player Group: Assign players to groups
- Cheat: Use cheat menu
- Toggle Scenery Cluster: Enable/disable scenery clusters
- Passwordless Login: Join without password
- Modify Tile: Use tile inspector
- Edit Scenario Options: Change scenario settings
Default Groups
Default Groups
Servers come with preconfigured permission groups:
- Admin: Full permissions including player management
- Moderator: Build permissions and limited management
- User: Basic building and gameplay permissions
- Spectator: View-only access, no building
Group Management
Group Management
Server administrators can:
- Create new permission groups
- Modify existing groups
- Assign players to groups
- Set default group for new players
- Save group configurations
Kicking Players
Server hosts and players with appropriate permissions can remove disruptive players:- Open the Player List
- Select the player to kick
- Click “Kick Player”
- The player will be disconnected from the server
Gameplay Features
Cooperative Building
- Multiple players can build simultaneously
- Actions are synchronized in real-time
- Each player can work on different areas
- Shared construction budget
- Collaborative ride and scenery placement
Synchronization
The game uses a tick-based synchronization system:- Server maintains authoritative game state
- Clients send actions to server for validation
- Server broadcasts confirmed actions to all clients
- Desynchronization detection with automatic recovery
- State snapshots for reconnection
Chat System
Communicate with other players using the built-in chat:- Press
Tto open chat (default keybind) - Type message and press Enter to send
- Messages visible to all connected players
- Chat history saved to log files
- Recent Messages window shows chat history
Multiplayer-Specific Features
Player Tracking
See where other players are working in the park and follow their viewports.
Shared Resources
All players share the park’s budget, staff, and resources.
Real-time Updates
Changes made by any player are immediately visible to all connected players.
Persistence
Server host can save the park state and resume multiplayer sessions later.
Troubleshooting
Cannot Connect to Server
Cannot Connect to Server
Possible causes and solutions:
- Verify server address and port are correct
- Check firewall settings allow OpenRCT2
- Ensure both client and server have compatible versions
- Confirm server is running and accepting connections
- Try disabling antivirus temporarily to test
Desynchronization Issues
Desynchronization Issues
If the game desyncs:
- OpenRCT2 automatically detects desync conditions
- Clients can request a gamestate snapshot
- Server sends current game state to resynchronize
- If issues persist, try reconnecting
- Update to the latest version for improved stability
Connection Aborted Early
Connection Aborted Early
If connection drops during join:
- Check network stability
- Ensure sufficient bandwidth for map download
- Verify all required objects are available
- Server may have restarted - try again
- Check server logs for error messages
Crash When Opening Footpath Window
Crash When Opening Footpath Window
Historical issue (fixed in recent versions):
- Update both client and server to v0.4.14 or later
- Ensure multiplayer group permissions are properly configured
- Check for race conditions in window list initialization
Placing Park Entrances Causes Desync
Placing Park Entrances Causes Desync
Fixed in v0.4.30+:
- Update to the latest version
- Entrances now properly synchronize across clients
- If using older versions, coordinate entrance placement carefully
Server Administration
Logging
Servers automatically maintain logs:- Server Log: Connection events, errors, and game actions
- Chat Log: All chat messages with timestamps
- Logs saved in
OpenRCT2/logs/directory - Customizable filename format:
%Y%m%d-%H%M%S.txt
Best Practices
Regular Saves
Save the park regularly to prevent data loss from crashes or disconnections.
Permission Setup
Configure groups carefully to prevent griefing while allowing collaborative play.
Password Protection
Use passwords for private servers to control who can join.
Monitor Performance
Keep track of player count and server performance to ensure smooth gameplay.
Server Commands
Host players have access to console commands for server management. See the Console Commands documentation for details.Version Compatibility
- Clients and servers must run compatible OpenRCT2 versions
- Network protocol updated in v0.4.30 for better large map support
- Check the server’s version before connecting
- Keep OpenRCT2 updated for the latest multiplayer improvements
Technical Details
Network Architecture
- Client-server architecture
- TCP connections for reliable data transfer
- UDP for LAN discovery broadcasts
- Packet-based communication protocol
- Authentication using public key cryptography
- Token-based session management
Performance Considerations
- Larger parks require more bandwidth
- More players increase synchronization overhead
- Custom objects must be transferred to joining clients
- Network latency affects responsiveness
- Server hardware determines maximum player capacity

