A Romestead server needs most of its RAM (the server’s memory) for two things: making the world, and the number of players. Pick 4 GB for a standard world with up to 4 friends, and 8 GB for a large world or a bigger group.
RAM for your group
| Your group | World size | Plan |
|---|---|---|
| 1 to 4 players | Small or standard | 4 GB |
| 1 to 4 players | Large | 8 GB |
| 5 to 8 players | Any | 8 GB |
These follow the community Romestead wiki’s server guide. The developers tuned the game for 1 to 4 players and say it scales to 8, so bigger groups ask more of the server.
Large worlds need 8 GB to be made, even for a small group. On a smaller plan, making a large world fails. After that, a large world with a few players uses closer to 2 GB.
Why the RAM graph looks high
Making a world uses a lot of memory for a short time. Romestead runs on .NET, which keeps memory it has used while nobody else needs it. So after the world is made, the RAM graph on Overview can stay high even though the game uses much less.
That’s expected. Only move up a plan if the server crashes, or the graph sits at your plan’s limit while people play.
The setting that changes CPU use
SleepThresholdMs in config.json decides whether the server rests between updates when it isn’t busy. The developers added it in update 0.25.1_4:
| Value | Effect |
|---|---|
10 (default) |
Rests when it isn’t busy. Works well, say the developers |
3 or 4 |
Rests a little less. The developers’ tip for less CPU use without much stutter |
-1 |
Never rests. The smoothest timing, using a full CPU core all the time |
If players notice small stutters with a full group, try -1. Otherwise leave the default. The server also rests on its own while nobody is connected. See the config reference.
World size
World size is set once, when a world is made, with AutoCreateWorldSize: 0 small, 1 standard, 2 large. A bigger world takes longer and more memory to make. Pick it before your first start, because changing it later only affects new worlds.
Saves and restarts
The server saves every few minutes. For a large world, each save uses a little extra memory for a moment, which is one more reason for some room in your plan.
Romestead doesn’t need a daily restart. If the server feels slow after a long session, restart it from Overview. Your world is saved first. To restart on a timer, add one in Schedules at a time when nobody plays.
Pick the right region
Choose the region closest to most of your group: EU or US East. A server far away adds delay to every swing, whatever the plan.
Read the graphs on Overview
| Graph | What it tells you |
|---|---|
| RAM | Memory the game holds, against your plan. Remember it stays high after a world is made |
| CPU | How hard the server works. With SleepThresholdMs at -1, it stays high all the time, and that’s normal |
| Players | Who was on, and when. Handy for picking a quiet time for restarts |
| Network | Traffic in and out |
Still laggy?
If only one player lags or gets disconnected, the problem is usually their connection: busy Wi-Fi, a VPN, or a long route to the server. Don’t let them switch to a beta branch to fix it, because a beta game can’t join a server on the normal version. If everyone lags, check the RAM graph, then restart. Common errors covers the rest.
Questions
How much RAM does a Romestead server need?
4 GB for a standard world with up to 4 players. 8 GB for a large world or 5 to 8 players, and making a large world needs 8 GB.
Why does my Romestead server show high RAM use?
Making a world uses a lot of memory for a short time. The server keeps holding that memory afterwards while it's free, so the graph stays high even when the game itself uses much less. That's normal.
