Troubleshoot by connection layer
| Layer | Typical failure | Best first check |
|---|
| Server process | Offline, crash, startup loop, not listening | Dashboard state and console ready message |
| Edition and protocol | Java/Bedrock mismatch or incompatible version | Client edition, exact version and server software |
| Address and DNS | Unknown host or wrong destination | Copy the provided address; test direct address if documented |
| Port and routing | Refused or timed out | Correct port format and whether any player can connect |
| Authentication | Session, profile, online-mode or account-service error | Restart the client session and check service status |
| Client environment | Mod mismatch, firewall, VPN, local network restriction | Clean compatible profile and second network/device test |
Symptom-specific interpretation
- Unknown host: the name did not resolve; check spelling, DNS records, propagation, and whether a port was incorrectly placed in a hostname field.
- Connection refused: the target was reached but no service accepted the connection; verify the server is running and listening on the expected port.
- Timed out: packets or responses did not complete in time; compare networks, routing, firewall, platform state, and server load.
- Outdated client/server: protocol versions do not match; select a compatible game version rather than changing unrelated settings.
- Missing registry, channel, or mod: the client and server mod environments differ; compare loader, mod list, versions, dependencies, and configuration.
Controlled test sequence
- Confirm the server reaches a ready state.
- Test one owner client with the exact provided address.
- Compare a second player on a different network.
- Test a clean compatible client profile without optional mods or VPN.
- Compare direct address and custom domain only when both are documented.
- Record the exact error after each test and stop when the failed layer is isolated.
Evidence bundle for support
Provide server edition and software, server and client versions, exact connection address format with sensitive details redacted if required, time and timezone, client error text, server console lines at the same time, affected players and networks, and the last change. State whether anyone can connect successfully.
Validate the fix
A connection is not fully fixed until the player can join, remain connected, interact normally, change dimension if relevant, reconnect, and repeat the result after a controlled server restart. Keep the working configuration documented so future players receive the same edition, version, address, and extension instructions.