diff --git a/src/console_cmds.cpp b/src/console_cmds.cpp
index 8cdf9c664e..7ab6d3179e 100644
--- a/src/console_cmds.cpp
+++ b/src/console_cmds.cpp
@@ -893,15 +893,16 @@ DEF_CONSOLE_CMD(ConNetworkReconnect)
 			break;
 	}
 
-	if (StrEmpty(_settings_client.network.last_host)) {
+	if (StrEmpty(_settings_client.network.last_joined)) {
 		IConsolePrint(CC_DEFAULT, "No server for reconnecting.");
 		return true;
 	}
 
 	/* Don't resolve the address first, just print it directly as it comes from the config file. */
-	IConsolePrintF(CC_DEFAULT, "Reconnecting to %s:%d...", _settings_client.network.last_host, _settings_client.network.last_port);
+	IConsolePrintF(CC_DEFAULT, "Reconnecting to %s ...", _settings_client.network.last_joined);
 
-	NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, playas);
+	NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
+	NetworkClientConnectGame(address, playas);
 	return true;
 }
 
@@ -917,18 +918,11 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
 	if (argc < 2) return false;
 	if (_networking) NetworkDisconnect(); // we are in network-mode, first close it!
 
-	const char *port = nullptr;
-	const char *company = nullptr;
-	char *ip = argv[1];
-	/* Default settings: default port and new company */
-	uint16 rport = NETWORK_DEFAULT_PORT;
 	CompanyID join_as = COMPANY_NEW_COMPANY;
+	NetworkAddress address = ParseGameConnectionString(&join_as, argv[1], NETWORK_DEFAULT_PORT);
 
-	ParseGameConnectionString(&company, &port, ip);
-
-	IConsolePrintF(CC_DEFAULT, "Connecting to %s...", ip);
-	if (company != nullptr) {
-		join_as = (CompanyID)atoi(company);
+	IConsolePrintF(CC_DEFAULT, "Connecting to %s...", address.GetAddressAsString().c_str());
+	if (join_as != COMPANY_NEW_COMPANY) {
 		IConsolePrintF(CC_DEFAULT, "    company-no: %d", join_as);
 
 		/* From a user pov 0 is a new company, internally it's different and all
@@ -938,12 +932,8 @@ DEF_CONSOLE_CMD(ConNetworkConnect)
 			join_as--;
 		}
 	}
-	if (port != nullptr) {
-		rport = atoi(port);
-		IConsolePrintF(CC_DEFAULT, "    port: %s", port);
-	}
 
-	NetworkClientConnectGame(ip, rport, join_as);
+	NetworkClientConnectGame(address, join_as);
 
 	return true;
 }
diff --git a/src/network/core/address.cpp b/src/network/core/address.cpp
index 8b51e2c082..e91751c33f 100644
--- a/src/network/core/address.cpp
+++ b/src/network/core/address.cpp
@@ -101,8 +101,8 @@ void NetworkAddress::GetAddressAsString(char *buffer, const char *last, bool wit
  */
 std::string NetworkAddress::GetAddressAsString(bool with_family)
 {
-	/* 6 = for the : and 5 for the decimal port number */
-	char buf[NETWORK_HOSTNAME_LENGTH + 6 + 7];
+	/* 7 extra are for with_family, which adds " (IPvX)". */
+	char buf[NETWORK_HOSTNAME_PORT_LENGTH + 7];
 	this->GetAddressAsString(buf, lastof(buf), with_family);
 	return buf;
 }
diff --git a/src/network/core/config.h b/src/network/core/config.h
index 866d1791d4..cacc907faf 100644
--- a/src/network/core/config.h
+++ b/src/network/core/config.h
@@ -56,6 +56,7 @@ static const byte NETWORK_MASTER_SERVER_VERSION   =    2;         ///< What vers
 static const uint NETWORK_NAME_LENGTH             =   80;         ///< The maximum length of the server name and map name, in bytes including '\0'
 static const uint NETWORK_COMPANY_NAME_LENGTH     =  128;         ///< The maximum length of the company name, in bytes including '\0'
 static const uint NETWORK_HOSTNAME_LENGTH         =   80;         ///< The maximum length of the host name, in bytes including '\0'
+static const uint NETWORK_HOSTNAME_PORT_LENGTH    =   80 + 6;     ///< The maximum length of the host name + port, in bytes including '\0'. The extra six is ":" + port number (with a max of 65536)
 static const uint NETWORK_SERVER_ID_LENGTH        =   33;         ///< The maximum length of the network id of the servers, in bytes including '\0'
 static const uint NETWORK_REVISION_LENGTH         =   33;         ///< The maximum length of the revision, in bytes including '\0'
 static const uint NETWORK_PASSWORD_LENGTH         =   33;         ///< The maximum length of the password, in bytes including '\0' (must be >= NETWORK_SERVER_ID_LENGTH)
diff --git a/src/network/core/tcp_http.cpp b/src/network/core/tcp_http.cpp
index ee74c45070..99eca1cb74 100644
--- a/src/network/core/tcp_http.cpp
+++ b/src/network/core/tcp_http.cpp
@@ -203,11 +203,7 @@ int NetworkHTTPSocketHandler::HandleHeader()
 
 	*url = '\0';
 
-	/* Fetch the hostname, and possible port number. */
-	const char *port = nullptr;
-	ParseConnectionString(&port, hname);
-
-	NetworkAddress address(hname, port == nullptr ? 80 : atoi(port));
+	NetworkAddress address = ParseConnectionString(hname, 80);
 
 	/* Restore the URL. */
 	*url = '/';
diff --git a/src/network/network.cpp b/src/network/network.cpp
index c0b2e06fd4..0be46bbf35 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -446,45 +446,15 @@ static void CheckPauseOnJoin()
 	CheckPauseHelper(NetworkHasJoiningClient(), PM_PAUSED_JOIN);
 }
 
-/**
- * Converts a string to ip/port
- *  Format: IP:port
- *
- * connection_string will be re-terminated to separate out the hostname, port will
- * be set to the port strings given by the user, inside the memory area originally
- * occupied by connection_string.
- */
-void ParseConnectionString(const char **port, char *connection_string)
-{
-	bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
-	for (char *p = connection_string; *p != '\0'; p++) {
-		switch (*p) {
-			case '[':
-				ipv6 = true;
-				break;
-
-			case ']':
-				ipv6 = false;
-				break;
-
-			case ':':
-				if (ipv6) break;
-				*port = p + 1;
-				*p = '\0';
-				break;
-		}
-	}
-}
-
 /**
  * Converts a string to ip/port/company
  *  Format: IP:port#company
  *
- * connection_string will be re-terminated to separate out the hostname, and company and port will
- * be set to the company and port strings given by the user, inside the memory area originally
- * occupied by connection_string.
+ * connection_string will be re-terminated to separate out the hostname, port will
+ * be set to the port strings given by the user, inside the memory area originally
+ * occupied by connection_string. Similar for company, if set.
  */
-void ParseGameConnectionString(const char **company, const char **port, char *connection_string)
+void ParseFullConnectionString(const char **company, const char **port, char *connection_string)
 {
 	bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
 	for (char *p = connection_string; *p != '\0'; p++) {
@@ -498,6 +468,7 @@ void ParseGameConnectionString(const char **company, const char **port, char *co
 				break;
 
 			case '#':
+				if (company == nullptr) continue;
 				*company = p + 1;
 				*p = '\0';
 				break;
@@ -511,6 +482,51 @@ void ParseGameConnectionString(const char **company, const char **port, char *co
 	}
 }
 
+/**
+ * Convert a string containing either "hostname" or "hostname:ip" to a
+ * NetworkAddress.
+ *
+ * @param connection_string The string to parse.
+ * @param default_port The default port to set port to if not in connection_string.
+ * @return A valid NetworkAddress of the parsed information.
+ */
+NetworkAddress ParseConnectionString(const char *connection_string, int default_port)
+{
+	char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH];
+	strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
+
+	const char *port = nullptr;
+	ParseFullConnectionString(nullptr, &port, internal_connection_string);
+
+	int rport = port != nullptr ? atoi(port) : default_port;
+	return NetworkAddress(internal_connection_string, rport);
+}
+
+/**
+ * Convert a string containing either "hostname" or "hostname:ip" to a
+ * NetworkAddress, where the string can be postfixed with "#company" to
+ * indicate the requested company.
+ *
+ * @param company Pointer to the company variable to set iff indicted.
+ * @param connection_string The string to parse.
+ * @param default_port The default port to set port to if not in connection_string.
+ * @return A valid NetworkAddress of the parsed information.
+ */
+NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port)
+{
+	char internal_connection_string[NETWORK_HOSTNAME_PORT_LENGTH + 4]; // 4 extra for the "#" and company
+	strecpy(internal_connection_string, connection_string, lastof(internal_connection_string));
+
+	const char *port_s = nullptr;
+	const char *company_s = nullptr;
+	ParseFullConnectionString(&company_s, &port_s, internal_connection_string);
+
+	if (company_s != nullptr) *company = (CompanyID)atoi(company_s);
+
+	int port = port_s != nullptr ? atoi(port_s) : default_port;
+	return NetworkAddress(internal_connection_string, port);
+}
+
 /**
  * Handle the accepting of a connection to the server.
  * @param s The socket of the new connection.
@@ -616,26 +632,17 @@ void NetworkTCPQueryServer(NetworkAddress address)
 	new TCPQueryConnecter(address);
 }
 
-/* Validates an address entered as a string and adds the server to
+/**
+ * Validates an address entered as a string and adds the server to
  * the list. If you use this function, the games will be marked
- * as manually added. */
-void NetworkAddServer(const char *b)
+ * as manually added.
+ * @param connection_string The IP:port to add to the list.
+ */
+void NetworkAddServer(const char *connection_string)
 {
-	if (*b != '\0') {
-		const char *port = nullptr;
-		char host[NETWORK_HOSTNAME_LENGTH];
-		uint16 rport;
+	if (StrEmpty(connection_string)) return;
 
-		strecpy(host, b, lastof(host));
-
-		strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
-		rport = NETWORK_DEFAULT_PORT;
-
-		ParseConnectionString(&port, host);
-		if (port != nullptr) rport = atoi(port);
-
-		NetworkUDPQueryServer(NetworkAddress(host, rport), true);
-	}
+	NetworkUDPQueryServer(ParseConnectionString(connection_string, NETWORK_DEFAULT_PORT), true);
 }
 
 /**
@@ -688,16 +695,13 @@ public:
 
 
 /* Used by clients, to connect to a server */
-void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password, const char *join_company_password)
+void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
 {
 	if (!_network_available) return;
-
-	if (port == 0) return;
-
 	if (!NetworkValidateClientName()) return;
 
-	strecpy(_settings_client.network.last_host, hostname, lastof(_settings_client.network.last_host));
-	_settings_client.network.last_port = port;
+	strecpy(_settings_client.network.last_joined, address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
+
 	_network_join_as = join_as;
 	_network_join_server_password = join_server_password;
 	_network_join_company_password = join_company_password;
@@ -708,7 +712,7 @@ void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_
 	_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
 	ShowJoinStatusWindow();
 
-	new TCPClientConnecter(NetworkAddress(hostname, port));
+	new TCPClientConnecter(address);
 }
 
 static void NetworkInitGameInfo()
@@ -1059,13 +1063,12 @@ static void NetworkGenerateServerId()
 	seprintf(_settings_client.network.network_id, lastof(_settings_client.network.network_id), "%s", hex_output);
 }
 
-void NetworkStartDebugLog(const char *hostname, uint16 port)
+void NetworkStartDebugLog(NetworkAddress &address)
 {
 	extern SOCKET _debug_socket;  // Comes from debug.c
 
-	DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port);
+	DEBUG(net, 0, "Redirecting DEBUG() to %s", address.GetAddressAsString().c_str());
 
-	NetworkAddress address(hostname, port);
 	SOCKET s = address.Connect();
 	if (s == INVALID_SOCKET) {
 		DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
diff --git a/src/network/network_func.h b/src/network/network_func.h
index a0f163345e..967bb62603 100644
--- a/src/network/network_func.h
+++ b/src/network/network_func.h
@@ -18,6 +18,7 @@
 // #define DEBUG_FAILED_DUMP_COMMANDS
 
 #include "network_type.h"
+#include "core/address.h"
 #include "../console_type.h"
 #include "../gfx_type.h"
 #include "../openttd.h"
@@ -45,14 +46,15 @@ void NetworkReboot();
 void NetworkDisconnect(bool blocking = false, bool close_admins = true);
 void NetworkGameLoop();
 void NetworkBackgroundLoop();
-void ParseConnectionString(const char **port, char *connection_string);
-void ParseGameConnectionString(const char **company, const char **port, char *connection_string);
-void NetworkStartDebugLog(const char *hostname, uint16 port);
+void ParseFullConnectionString(const char **company, const char **port, char *connection_string);
+NetworkAddress ParseConnectionString(const char *connection_string, int default_port);
+NetworkAddress ParseGameConnectionString(CompanyID *company, const char *connection_string, int default_port);
+void NetworkStartDebugLog(NetworkAddress &address);
 void NetworkPopulateCompanyStats(NetworkCompanyStats *stats);
 
 void NetworkUpdateClientInfo(ClientID client_id);
 void NetworkClientsToSpectators(CompanyID cid);
-void NetworkClientConnectGame(const char *hostname, uint16 port, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
+void NetworkClientConnectGame(NetworkAddress &address, CompanyID join_as, const char *join_server_password = nullptr, const char *join_company_password = nullptr);
 void NetworkClientRequestMove(CompanyID company, const char *pass = "");
 void NetworkClientSendRcon(const char *password, const char *command);
 void NetworkClientSendChat(NetworkAction action, DestType type, int dest, const char *msg, int64 data = 0);
diff --git a/src/network/network_gamelist.cpp b/src/network/network_gamelist.cpp
index 3ee5099b73..6d4285c854 100644
--- a/src/network/network_gamelist.cpp
+++ b/src/network/network_gamelist.cpp
@@ -151,7 +151,7 @@ void NetworkGameListRequery()
 
 		/* item gets mostly zeroed by NetworkUDPQueryServer */
 		uint8 retries = item->retries;
-		NetworkUDPQueryServer(NetworkAddress(item->address));
+		NetworkUDPQueryServer(item->address);
 		item->retries = (retries >= REFRESH_GAMEINFO_X_REQUERIES) ? 0 : retries;
 	}
 }
diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp
index e1f9a791ba..3204b2b962 100644
--- a/src/network/network_gui.cpp
+++ b/src/network/network_gui.cpp
@@ -472,7 +472,7 @@ public:
 		EM_ASM(if (window["openttd_server_list"]) openttd_server_list());
 #endif
 
-		this->last_joined = NetworkGameListAddItem(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
+		this->last_joined = NetworkGameListAddItem(ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT));
 		this->server = this->last_joined;
 		if (this->last_joined != nullptr) NetworkUDPQueryServer(this->last_joined->address);
 
@@ -735,7 +735,7 @@ public:
 				ShowQueryString(
 					STR_JUST_RAW_STRING,
 					STR_NETWORK_SERVER_LIST_ENTER_IP,
-					NETWORK_HOSTNAME_LENGTH,  // maximum number of characters including '\0'
+					NETWORK_HOSTNAME_PORT_LENGTH,  // maximum number of characters including '\0'
 					this, CS_ALPHANUMERAL, QSF_ACCEPT_UNCHANGED);
 				break;
 
@@ -745,8 +745,6 @@ public:
 
 			case WID_NG_JOIN: // Join Game
 				if (this->server != nullptr) {
-					seprintf(_settings_client.network.last_host, lastof(_settings_client.network.last_host), "%s", this->server->address.GetHostname());
-					_settings_client.network.last_port = this->server->address.GetPort();
 					ShowNetworkLobbyWindow(this->server);
 				}
 				break;
@@ -827,7 +825,10 @@ public:
 
 	void OnQueryTextFinished(char *str) override
 	{
-		if (!StrEmpty(str)) NetworkAddServer(str);
+		if (!StrEmpty(str)) {
+			strecpy(_settings_client.network.connect_to_ip, str, lastof(_settings_client.network.connect_to_ip));
+			NetworkAddServer(str);
+		}
 	}
 
 	void OnResize() override
@@ -1469,22 +1470,22 @@ struct NetworkLobbyWindow : public Window {
 
 			case WID_NL_JOIN:     // Join company
 				/* Button can be clicked only when it is enabled. */
-				NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, this->company);
+				NetworkClientConnectGame(this->server->address, this->company);
 				break;
 
 			case WID_NL_NEW:      // New company
-				NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_NEW_COMPANY);
+				NetworkClientConnectGame(this->server->address, COMPANY_NEW_COMPANY);
 				break;
 
 			case WID_NL_SPECTATE: // Spectate game
-				NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
+				NetworkClientConnectGame(this->server->address, COMPANY_SPECTATOR);
 				break;
 
 			case WID_NL_REFRESH:  // Refresh
 				/* Clear the information so removed companies don't remain */
 				for (auto &company : this->company_info) company = {};
 
-				NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
+				NetworkTCPQueryServer(this->server->address);
 				break;
 		}
 	}
@@ -1552,7 +1553,9 @@ static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
 	DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_START);
 	DeleteWindowById(WC_NETWORK_WINDOW, WN_NETWORK_WINDOW_GAME);
 
-	NetworkTCPQueryServer(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
+	strecpy(_settings_client.network.last_joined, ngl->address.GetAddressAsString(false).c_str(), lastof(_settings_client.network.last_joined));
+
+	NetworkTCPQueryServer(ngl->address);
 
 	new NetworkLobbyWindow(&_network_lobby_window_desc, ngl);
 }
diff --git a/src/openttd.cpp b/src/openttd.cpp
index 016d482873..b128243854 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -473,29 +473,21 @@ struct AfterNewGRFScan : NewGRFScanCallback {
 		if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
 
 		if (_network_available && network_conn != nullptr) {
-			const char *port = nullptr;
-			const char *company = nullptr;
-			uint16 rport = NETWORK_DEFAULT_PORT;
 			CompanyID join_as = COMPANY_NEW_COMPANY;
+			NetworkAddress address = ParseGameConnectionString(&join_as, network_conn, NETWORK_DEFAULT_PORT);
 
-			ParseGameConnectionString(&company, &port, network_conn);
-
-			if (company != nullptr) {
-				join_as = (CompanyID)atoi(company);
-
-				if (join_as != COMPANY_SPECTATOR) {
-					join_as--;
-					if (join_as >= MAX_COMPANIES) {
-						delete this;
-						return;
-					}
+			if (join_as != COMPANY_NEW_COMPANY && join_as != COMPANY_SPECTATOR) {
+				join_as--;
+				if (join_as >= MAX_COMPANIES) {
+					delete this;
+					return;
 				}
 			}
-			if (port != nullptr) rport = atoi(port);
 
 			LoadIntroGame();
 			_switch_mode = SM_NONE;
-			NetworkClientConnectGame(network_conn, rport, join_as, join_server_password, join_company_password);
+
+			NetworkClientConnectGame(address, join_as, join_server_password, join_company_password);
 		}
 
 		/* After the scan we're not used anymore. */
@@ -585,7 +577,7 @@ int openttd_main(int argc, char *argv[])
 			SetDebugString("net=6");
 			if (mgo.opt != nullptr) {
 				const char *port = nullptr;
-				ParseConnectionString(&port, mgo.opt);
+				ParseFullConnectionString(nullptr, &port, mgo.opt);
 				if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
 				if (port != nullptr) scanner->dedicated_port = atoi(port);
 			}
@@ -771,15 +763,8 @@ int openttd_main(int argc, char *argv[])
 	NetworkStartUp(); // initialize network-core
 
 	if (debuglog_conn != nullptr && _network_available) {
-		const char *port = nullptr;
-		uint16 rport;
-
-		rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
-
-		ParseConnectionString(&port, debuglog_conn);
-		if (port != nullptr) rport = atoi(port);
-
-		NetworkStartDebugLog(debuglog_conn, rport);
+		NetworkAddress address = ParseConnectionString(debuglog_conn, NETWORK_DEFAULT_DEBUGLOG_PORT);
+		NetworkStartDebugLog(address);
 	}
 
 	if (!HandleBootstrap()) {
@@ -1491,7 +1476,8 @@ void GameLoop()
 		if (_network_reconnect > 0 && --_network_reconnect == 0) {
 			/* This means that we want to reconnect to the last host
 			 * We do this here, because it means that the network is really closed */
-			NetworkClientConnectGame(_settings_client.network.last_host, _settings_client.network.last_port, COMPANY_SPECTATOR);
+			NetworkAddress address = ParseConnectionString(_settings_client.network.last_joined, NETWORK_DEFAULT_PORT);
+			NetworkClientConnectGame(address, COMPANY_SPECTATOR);
 		}
 		/* Singleplayer */
 		StateGameLoop();
diff --git a/src/settings_type.h b/src/settings_type.h
index bb078205b8..5361fc3f1f 100644
--- a/src/settings_type.h
+++ b/src/settings_type.h
@@ -269,7 +269,7 @@ struct NetworkSettings {
 	bool   server_advertise;                              ///< advertise the server to the masterserver
 	char   client_name[NETWORK_CLIENT_NAME_LENGTH];       ///< name of the player (as client)
 	char   default_company_pass[NETWORK_PASSWORD_LENGTH]; ///< default password for new companies in encrypted form
-	char   connect_to_ip[NETWORK_HOSTNAME_LENGTH];        ///< default for the "Add server" query
+	char   connect_to_ip[NETWORK_HOSTNAME_PORT_LENGTH];   ///< default for the "Add server" query
 	char   network_id[NETWORK_SERVER_ID_LENGTH];          ///< network ID for servers
 	bool   autoclean_companies;                           ///< automatically remove companies that are not in use
 	uint8  autoclean_unprotected;                         ///< remove passwordless companies after this many months
@@ -281,8 +281,7 @@ struct NetworkSettings {
 	Year   restart_game_year;                             ///< year the server restarts
 	uint8  min_active_clients;                            ///< minimum amount of active clients to unpause the game
 	bool   reload_cfg;                                    ///< reload the config file before restarting
-	char   last_host[NETWORK_HOSTNAME_LENGTH];            ///< IP address of the last joined server
-	uint16 last_port;                                     ///< port of the last joined server
+	char   last_joined[NETWORK_HOSTNAME_PORT_LENGTH];     ///< Last joined server
 	bool   no_http_content_downloads;                     ///< do not do content downloads over HTTP
 };
 
diff --git a/src/table/settings.ini b/src/table/settings.ini
index 391a5b427f..4e64bd0326 100644
--- a/src/table/settings.ini
+++ b/src/table/settings.ini
@@ -4069,21 +4069,12 @@ def      = false
 cat      = SC_EXPERT
 
 [SDTC_STR]
-var      = network.last_host
+var      = network.last_joined
 type     = SLE_STRB
 flags    = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
 def      = """"
 cat      = SC_EXPERT
 
-[SDTC_VAR]
-var      = network.last_port
-type     = SLE_UINT16
-flags    = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
-def      = 0
-min      = 0
-max      = UINT16_MAX
-cat      = SC_EXPERT
-
 [SDTC_BOOL]
 var      = network.no_http_content_downloads
 flags    = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC