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Farming Simulation · Online Games

Stardew Valley Proxy: Hosting, Router Rules and Closed Ports

In Stardew Valley, co-op is established not by connecting to a central game server but by one of the players' machines taking on the server role. This detail changes the proxy decision from the outset: where you write the routing takes on meaning according to who is trying to reach which address. This page explains the scope of the rule and what changes on networks with closed ports.

What will you find on this page?

01
Who is hosting?The network side of the host machine, community solutions and the persistence question.
02
Router scopeThe real difference between a rule written on the device and a rule written on the gateway.
03
Closed portsStep-by-step diagnosis of where the connection breaks on campus and office networks.
04
Latency budgetThe cost of the extra hop, measurement discipline and setting the right expectation.

In farming games, the network side is usually noticed late, because when you play alone the game has little to say to the outside world. The moment a second player joins, the picture changes: there is now a relationship in which one side listens and the other connects, and that relationship can easily break depending on which network you are on.

The sections below seek answers to three questions. In co-op, whose machine exactly is the connection made to? What changes if you write the proxy rule on the gateway instead of the device? If a connection cannot be established on a campus or office network, is the game responsible, or the outbound filter?

Let us draw a boundary from the outset: a forward proxy is a routing decision for outbound connections. It does not accept incoming connections, it does not expose your machine to the outside, and it does not automatically cover the whole in-game stream.

Who is the co-op connection actually established between?

When you play alone, the game's network needs are next to nothing; the main component talking to the outside is the client of the platform you play on. Cloud save sync, achievements and the friends list are that client's job, and they work even when the game process is closed. That is why some of the problems described as "the game will not connect to the internet" are actually the platform client's problem.

In co-op, one player hosts the farm. That machine is the game's authority: the flow of time, crop state and inventory are kept there, and the other players get what they see from it. Joining happens in two different ways, and the two do not behave the same way with a proxy. The first is the platform's friends list or invite mechanism; the second is connecting directly to the host's address.

On the invite route, establishing the connection is delegated to the platform's own network layer. That layer chooses its own transport method, flows through an intermediate relay when needed, and does not resemble the HTTPS request–response pattern you are used to in a browser. A HTTP proxy rule defined on the system should not be expected to cover this flow.

When joining by direct address, the client tries to reach the host's public IP address and a specific port. What matters here is not your exit but the NAT and firewall configuration on the host's side. If the host is behind CGNAT, they have no directly reachable address from outside and the connection cannot be established no matter what you do.

Note

A port appearing "closed" does not always mean it is forbidden. On most home networks, incoming connections are not accepted in the first place; this is not a block, it is NAT's ordinary behaviour.

DIAGRAMThe points where responsibility changes hands while a co-op session is set up
The points where responsibility changes hands while a co-op session is set upA four-lane flow diagram: four steps progressing across the player client, platform service, host machine and network equipment lanes.RESPONSIBILITYPlayerclientPlatformserviceHostmachineNetwork and firewallwallJoin requestMatchmaking and inviteWorld state syncPort and filter decisionIf the host is behind CGNAT, the direct-address join route is closed from the start.

Each step is the responsibility of a different party; your proxy rule affects only the connections your own client opens.

Who is hosting the farm: the host machine and community solutions

Hosting sitting with one of the players has two consequences. The first is persistence: while the host is offline the farm is unreachable too, because the copy of the world is on that machine. The second is load distribution; the host's line and processor determine how smooth the session is for everyone. That is why, in a group of friends, having the person with the best connection host makes more difference than any proxy setting.

The route communities take to get around this limit is to run the game on a machine that is always on. An instance running continuously on a rented server or an old computer at home removes the dependency on the host's availability. This is a hosting decision, not a proxy decision; confusing the two is the most common conceptual error in the field.

Let us make the distinction clear. A forward proxy passes your outbound requests through an exit. It does not listen for incoming connections and forward them to you, and it does not publish your machine to the internet. The component that handles inbound traffic is the architecture facing the other way; the difference is in the forward proxy versus reverse proxy comparison in detail.

The practical result is this: if you are the host, your proxy exit will not enable your friends to reach you. A proxy takes on meaning when you are the joining party and the protocol it carries is suitable. On the hosting side, what needs solving is the address's reachability from outside and whether the port is open.

Should you write the rule on the device or on the gateway?

A proxy is a routing rule, and the rule's scope is equal to where you write it. When you write it in the operating system setting, compatible applications on that machine are affected. When you write it in a browser profile, only that profile is affected. When you write it at the gateway level, every device on that network is routed to the same exit.

Most home routers do not come with a built-in proxy client; the "proxy" tab you see in the interface usually concerns management access on the WAN side. If you want network-wide routing, either the router must support alternative firmware or there must be a separate device on the network acting as the gateway. Setup options and their limits are using a proxy via the router article.

Where the rule is writtenScopeStrengthIts limit
Browser profileThat profile onlyDoes not disrupt other work, quickly reversibleDoes not cover the game and platform client
Operating system settingAll compatible applicationsManagement from a single pointApplications that use their own network stack ignore it
Per-application routingSelected processesThe method with the fewest side effectsRequires additional software and process-name maintenance
Gateway levelEvery device on the networkAlso covers devices that have no proxy settingSetup is complex, a fault affects the whole household

The attractive side of the gateway approach is that it also covers devices with no proxy field of their own. The cost is difficulty of diagnosis: when a problem arises, it becomes harder to isolate which device's flow is affected, and everyone at home experiences the same outage. During testing, keeping the rule on a single machine first and then widening the scope is a safer order.

Where do you start if a connection cannot be established on a campus or office network?

Corporate and campus networks squeeze outbound traffic into a narrow corridor. In the common configuration, only the two ports used for the web are open, the remaining destinations are closed, and UDP is mostly not passed at all. This policy is not specific to games; update services, video conferencing tools and remote desktop solutions hit the same wall.

Start the diagnosis by isolating the symptom. Does the game not open at all, or does it open but the co-op session fails to establish? The first concerns the platform client's login traffic and usually flows over HTTPS. The second concerns the game session's own transport, and this is the part most affected by filters. If you get the same result on a second device on the same network, the problem is not on your device, it is on the network.

The right step is not to force the filter but to look for a path compatible with the network policy. On a corporate network, telling the network administrator in writing which destinations and which ports you need produces results far faster than settings tried by guesswork. A breakdown of typical restrictions on campus networks is access restrictions on school and workplace networks .

A proxy is no magic key in this picture; it only offers an alternative route for the protocols it can carry. Parts that flow over TCP, such as platform login, the store and patch downloads, can pass through an exit. If the game session's own stream uses UDP and the network does not pass UDP, defining a proxy will not make that part work.

DIAGRAMThe diagnostic order on a network with closed ports
The diagnostic order on a network with closed portsA five-step vertical timeline: isolating the symptom, a second device, a different network, notifying the administrator and separating out the remaining traffic.DIAGNOSIS01Isolate the symptomIs the game failing to open, or is only the co-op session failing to establish?02Try it on a second deviceIf another device on the same network gives the same result, the problem is not on the device03Switch to a different networkIf it works on another line, the filter belongs to the local network04Notify the administratorReport in writing which destination and which port you need05Separate out the remaining trafficStore, patch and community resources can be solved separatelyOn a corporate network, reporting the destinations you need to the administrator is the right route, rather than forcing the policy.

Proceeding without breaking the order isolates in a few minutes whether the fault is on the device or on the network.

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Which traffic can a proxy carry, and which can it not?

An HTTP proxy opens a tunnel with CONNECT opens a tunnel with the method, and that tunnel carries only TCP. The application's UDP packets cannot enter this tunnel; they either go out directly or, if the network has closed UDP, do not go at all. This is not a shortcoming of the protocol but a limit by definition, and it is the most misunderstood point when it comes to games.

SOCKS5 on the side of UDP ASSOCIATE there is a method called, and UDP can be carried. However, for this to work two conditions must be met at the same time: the proxy server must support this method and the client must be written to use it. Most game clients open their own sockets directly and do not read the SOCKS5 definition on the system. How the mechanism works is SOCKS5 UDP support article.

The practical result of these two facts is clear. The area a proxy can cover is mostly login, the store, patch downloads and community resources; the in-game state stream falls outside that scope. Accepting this from the outset is far more economical than spending hours fiddling with a setup that does not work.

  • After writing the rule, verify the exit from an independent page rather than from inside the game.
  • Do not run a VPN and a proxy at the same time; two layers make diagnosis impossible.
  • Read which row in the panel belongs to which protocol; a port number alone does not determine the protocol.
  • If the platform client has a separate proxy field, fill that in as well.

The cost of the extra hop: how is the latency budget distributed?

A proxy adds a hop to the connection. The request first goes to the exit, reaches the target from there, and the response returns by the same path. For that reason, using a proxy lengthens round-trip time in most setups; it does not improve your ping. The only exception is the rare case where your default route is needlessly convoluted, and that is not a rule but an exception that can only be confirmed by measurement.

Knowing how the budget is divided sets the right expectation. Part of the total time comes from the distance between you and the exit, part from the distance between the exit and the target, and part from the exit server's load at that moment. In co-op, the host machine's processing share is added to this. Shortening only the first part does not rescue the overall picture.

Measurement discipline is decisive here. A one-off result hides the effect of peak hours in shared pools; repeat the measurement at different times of day and compare with the proxy on and off. For a simple start, ping test is enough; the whole subject is does a proxy lower game ping article.

Tip

A farming simulation is not as latency-sensitive as shooters. An increase of a few tens of milliseconds usually goes unnoticed in this genre; what is really critical is that the connection continues without dropping.

DIAGRAMThe components of round-trip time
The components of round-trip timeA five-segment donut chart: local access, the distance between exit and target, server load, the host's processing share and the client's share.SHARELocal access network%24between you and the first hopBetween exit and target%30geographic distance determines itThe queue at the exit%14instantaneous load and sharingThe host's processing share%20the speed of the hosting machineClient side%12input and rendering latencyTotal timeShortening a single component alone does not noticeably change the total time.

The shares are not measurements but relative weights showing how the budget is divided; the actual distribution varies by line and by hour.

Setup: which fields do you fill in, and in what order?

Connection details consist of the same four fields at every provider: hostname, port number, username and password. Some providers use IP authorisation instead of a username; in that case you do not enter credentials, but you lose access when your own exit address changes.

FieldExample formatWhere it is used
The server sendsproxy.example.comThe same value in operating system and application settings
Port8080The port the provider allocates for HTTP and SOCKS5 may differ
UsernameusernameMandatory on exits with authentication
PasswordpasswordObtained from the panel, not shared outside the team

Set the order like this: first write the rule on a single machine, then verify your exit address from an independent page, then open the platform client and confirm you can log in, and try co-op last. If you skip the stages and go straight to the game, it becomes harder to tell which layer the fault is in.

If the platform client has its own proxy field, you may need to fill that in separately; this field works independently of the system setting. Steps on how the store and download side is configured are compiled in the Steam proxy settings article, and the same logic applies to other desktop clients too.

The mod, update and community resources side

The ecosystem around the game works entirely over the web: mod archives, guides, discussion forums and calendar tools are served over HTTPS. This is the area a proxy really can cover in full. The UDP limit that applies to the game session does not exist here, because all the traffic flows over TCP.

On the volume side, the thing to watch is quota. Mod packages and large updates can transfer more data than the total of months of normal play. If you are using a metered exit, taking downloads outside the proxy is the simplest way to save the quota for the work you genuinely need it for.

Two reminders are in order on the compliance side. In co-op, using mods may require all players to have the same packages, and a mismatch produces problems that look like connection errors. Also, complying with the game's and the platform's terms of service is the user's responsibility; this page was not written for the purpose of account multiplication, disabling protection components or circumventing platform policies.

Warning

If you see a certificate warning on an exit you do not know, stop. A correctly set up tunnel does not interfere with the TLS session; the warning means your traffic is being opened at an intermediate point.

When is a proxy an unnecessary layer in this game?

If you are playing from your own home, with your own account and on an unlimited line, putting an exit in between gains you nothing. Latency increases, quota is spent, and when a fault arises the number of components to suspect goes up by one. Needlessly complicating a working setup is the most frequently made mistake.

The cases where a proxy is meaningful are narrow but real. Using a fixed, known address when leaving a corporate network, verifying how a store page looks from a different country, defining a shared exit within a team, or testing a provider's stability are among them. What these scenarios have in common is that the only thing that changes is where the other side considers your connection to have come from.

If you want to pass all the traffic on your device through a single tunnel, the tool you are looking for is most likely not a proxy: a proxy covers only where it is defined. Accepting the difference in scope from the outset is better than later wrestling with the question "why are some requests leaking out".

Frequently asked questions about Stardew Valley and proxies

01If I set up a proxy, can my friends connect to my farm?

No. A forward proxy only routes your outbound connections; it does not accept incoming connections and forward them to you. If you are the host, what needs solving is whether your address is reachable from outside, not the exit proxy.

02Does all co-op traffic go through the proxy?

In most setups, no. CONNECT the tunnel carries only TCP; the part of the game session that uses UDP does not enter that tunnel. SOCKS5's UDP ASSOCIATE method solves this in theory, but both the server and the client have to support it.

03Is defining a proxy on the router better than a device setting?

Not better, broader. A rule at the gateway level also covers devices that have no proxy field; in exchange, a fault affects the whole network and diagnosis becomes harder. During testing it is safer to keep the rule on a single machine.

04The game won't launch on the campus network — will a proxy fix it?

Partly. Parts that flow over TCP, such as login and the store, can pass through an exit. If the network has closed UDP entirely, the game session's own stream will not work with a proxy either. The right step is to inform the network administrator of the destinations you need.

05Does a proxy improve the game's smoothness?

Do not expect it to. Because a hop is added in between, round-trip time lengthens in most setups. The rare cases where your default route is convoluted are the exception, and they can only be established by measurement. In a farming simulation, small increases usually go unnoticed.

06Does a proxy cause problems with mod downloads?

Usually not; because mod archives are served over HTTPS, a proxy carries this traffic in full. The only thing to watch is quota: large packages accumulate faster than expected on a metered exit.

07Should the host and the joining player have the same setting?

No, the two sides are dealing with different problems. The host's concern is reachability from outside; the joining player's concern is the outbound restrictions on their own network. Writing the same proxy setting on both sides produces no shared benefit.

08Are free proxy lists good enough for this?

It can be used for learning and one-off testing; it is not recommended for sustained sessions. Who operates the server is unknown, stability is low, and the connection can drop in the middle of the game. In long sessions, a fixed exit behaves more predictably.

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