Networking & Proxies20 articles
Ports, proxies, splitters, DNS and Bedrock crossplay.
Network Ports Allocation & Extra PortsUsing the default ports and requesting additional ports for plugins.Server Splitting PolicyRules regarding dividing resources into sub-servers on Advanced plans.Cloudflare Proxy Connection IssuesWhy your domain fails to connect to the game server when proxying through Cloudflare.GeyserMC (Bedrock Crossplay) Port SetupResolving port conflicts for Bedrock players connecting to your server.WinMTR Testing for Network LatencyRequired steps and tools to diagnose connection issues before opening a ticket.You do not need to forward portsWhy every guide tells you to open your router, and why none of that applies here.Pointing your own domain at your serverThe DNS records that turn an IP and a port into a name people can remember.Your DNS change has not taken effect yetWhy the internet still sends you to the old address, and how to check what is actually published.What a proxy network is, and whether you need oneThe architecture behind lobby servers and /server commands, and when it is overkill.Letting Bedrock players join your Java serverHow Geyser bridges the two editions, and the limits nobody mentions up front.Ping, and why distance sets the floorWhat the number in the multiplayer list means, what you can change and what you cannot.Setting up a Velocity network, step by stepA lobby and one backend, wired correctly, with the forwarding secret handled properly.Sharing your address so people actually get inThe small mistakes that turn «it doesn't work» into an evening of messages.Your server shows offline in the list but you can joinThe multiplayer list does its own separate request, and it can fail on its own.Running more than one server on your planHow splitter slots divide the memory you already pay for, and when that is a bad idea.Giving each server its own nameOne domain, several servers, and addresses people can remember.Moving a network from BungeeCord to VelocityWhat carries over, what does not, and the forwarding change that catches everyone.Inventories, permissions and balances across a networkEach backend keeps its own data by default, and that surprises everyone once.The server list entry: MOTD, icon and player countThe four things a stranger sees before deciding whether to click.Allocations: what a port is for and when you need anotherYour game port, and the four things that ask for one of their own.