Game presets

Applying a ready-made bundle of inbound rules for a common game or workload, what each one opens, and how to reverse it.

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On this page
  1. Applying a preset
  2. Check the rules table afterwards
  3. What each preset opens
  4. Fit the limits to your own traffic
  5. Protocol validation on preset rules
  6. Reversing a preset
  7. Related

A preset is a small bundle of inbound rules for a known workload, such as the one or two ports a Minecraft or Rust server needs. Applying one writes those rules onto your server exactly as if you had added them yourself, so everything on the port rules page applies to them afterwards.

Servicesyour serverFirewallInbound rules

Applying a preset

At the bottom of the Inbound rules tab, open Quick setup: apply a preset for a common workload. Each preset shows its name, how many rules it contains, and one line describing what it opens. Press Apply. The button reads Applied for a moment, and the new rules appear in the rules table above.

Quick setup, opened. Each preset shows its name, how many rules it holds and what it opens; FiveM (GTA RP) has just been applied, so its button reads Applied for a moment. Example view; presets as the panel ships them.

Check the rules table afterwards

A server can hold 15 inbound rules. If you are already close to that, a preset can stop partway through and write fewer rules than it contains. The confirmation message reports what the preset holds, not what landed, so open the rules table after applying and check that every rule you expected is there. Delete a rule you no longer need and apply again for the rest.

Applying TeamSpeak 3 to a server with 13 rulesBefore applyingExisting rules13What the preset holds316What lands215 of 1515 per server051015Inbound rules on the serverRules already on the serverThe preset's rulesPreset rules writtenApplying TeamSpeak 3 to a server with 13 rulesBefore applyingExisting rules13What the preset holds316What lands215 of 1515 per server051015Inbound rules on the serverRules already on the serverThe preset's rulesPreset rules written
TeamSpeak 3 holds three rules. On a server already at 13, only two fit under the cap of 15, so one of the preset's rules is never written, while the confirmation still reports the preset's three. Derived from the 15-rule cap and the preset table on this page.

What each preset opens

Ports and protocols are fixed for a given preset. The rate limits are the values it ships with and can change without a panel update, so read the rules table after applying to see exactly what was written.

PresetWhat it is forPorts openedRate limit as shipped
FiveM (GTA RP)FiveM game trafficTCP 30120, UDP 30120UDP: pps_limit 50000. TCP: none
Minecraft (Java)Minecraft Java EditionTCP 25565pps_limit 10000, estab_flow_pps 250
Minecraft (Bedrock)Minecraft Bedrock EditionUDP 19132pps_limit 20000
RustRust game plus RCONUDP 28015, TCP 28016UDP 28015: pps_limit 30000. TCP 28016: none
Source / CS2Source engine games including CS2UDP 27015pps_limit 30000
SA-MP / open.mpSA-MP and open.mp game and queryUDP 7777pps_limit 20000
ARK: SurvivalARK game plus queryUDP 7777, UDP 27015UDP 7777: pps_limit 25000. UDP 27015: pps_limit 5000
TeamSpeak 3Voice, server query, file transferUDP 9987, TCP 10011, TCP 30033UDP 9987: pps_limit 10000. TCP: none
Web serverHTTP and HTTPSTCP 80, TCP 443None

"None" means the rule carries no packet-rate ceiling of its own and the port is bounded by always-on mitigation only. You can set one yourself by editing the rule: see Rate limits.

Fit the limits to your own traffic

A preset is sized for a typical server of that type. Yours is not typical: player count, mods, and query traffic all move the numbers. Once a preset is applied, compare its limits against your own busy-hour traffic and adjust the rule to sit comfortably above it.

That step matters more than the starting value. A ceiling below your real peak drops players and looks exactly like an attack. See Rate limits for what each field bounds and how to pick a number.

Protocol validation on preset rules

Most preset rules switch Protocol validation (L7) on, typically on the rule carrying the game traffic itself. A rule you add by hand has it off by default, whichever service you pick. Two servers running the same game can therefore end up with the protocol layer on or off purely by which route created the rule, so check it on any rule you added yourself. See Protocol validation.

Reversing a preset

There is no single control that removes a preset, so reversing one is manual:

  1. Find the rules the preset added

    Match them against the table above by protocol and port. A preset that added two rules leaves two rows.

  2. Delete each one

    Use the delete control on the row. Deleting asks you to confirm, one rule at a time.

  3. Clear any duplicates the same way

    If you applied the same preset twice, each of its rules appears twice. Delete the extra copies exactly as you would any other rule.

Editing is often the better move. If a preset opened the right ports but its limits do not suit your server, open the rule and change the numbers instead of deleting and starting over.

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