Cloud 9 Server Won't Display

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M

Meronantes

Guest
Title:
Cloud 9 Server Won't Display
Launcher Version:
1.4.11
Modpack:
Cloud 9
Modpack Version:
1.3.0
Log Link:
Details of the issue:
Alright, so to put the title more into perspective, I have downloaded the Server files for Cloud 9 and have successfully launched the server. I've set the eula file to TRUE, I've launched the server with the ServerStart file and have edited the serverproperties file to include my IPv4 Address included. I can easily connect to my own server through the Multiplayer IP search. The problem is, my friend is unable to connect. My server doesn't register on his end as a joinable server. We have both tried running out own server and connecting to each other's but with no success. Now, he does have a FTB Unleashed server which we have played on countless times. We don't use any 3rd party programs to connect like Tunngle or Hamachi, so if anything, even if I'm somehow messing up with the server, we know for a fact that he's able to run a successful server and have people connect. Now we do know that the Unleashed server files and Cloud 9 files are different, so if there is some other step that we have to make then we'd appreciate it if we could get some aide with it. Also, where do I find the Log Link?
 

Henry Link

Forum Addict
Dec 23, 2012
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553
153
USA - East Coast
1st remove the IP address from the server.properties file. It isn't needed and can add confusion. Then get the server's IP from the machine it is running on (on Windows use the ipconfig at the command line). See if you can add that server IP to your local client. If that works then the server is fine. Start looking at your router and setting up the port forward. Also go to whatismyip.org and give your friend that IP address and see if he can connect.
 
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M

Meronantes

Guest
We still seem to be a bit confused even after we have read over this a few times. I've already removed the IP address from the server.properties file.

"Then get the server's IP from the machine it is running on (on Windows use the ipconfig at the command line). See if you can add that server IP to your local client."
What confuses us about this is do we get the IP from one of the IPv6 / IPv4 lines from the cmd.exe and then proceed to enter it into server.properties file? Or have we move past and are leaving the server.properties untouched from now on? Also, if my first question does not allow you to give a direct accurate answer confirming what it asks, then did you instead mean that the server upon launch generates its own IP? What do you mean exactly by "local client", too? Was that referring to the server.properties file again or something else that me and my friend are somehow letting it slip by us?

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Cmd.exe results after entering ipconfig (the X's are in place of the IP's given)

Microsoft Windows [Version 10.0.10586]
(c) 2015 Microsoft Corporation. All rights reserved.

C:\Users\Meronantes>ipconfig

Windows IP Configuration


Wireless LAN adapter Local Area Connection* 2:

Media State . . . . . . . . . . . : Media disconnected
Connection-specific DNS Suffix . :

Ethernet adapter Ethernet:

Connection-specific DNS Suffix . : attlocal.net
IPv6 Address. . . . . . . . . . . : xxxxxxxxxx
IPv6 Address. . . . . . . . . . . : xxxxxxxxxxxxx
Temporary IPv6 Address. . . . . . : xxxxxxxxxxxxxxxx
Temporary IPv6 Address. . . . . . : xxxxxxxxxxxxxxxxxx
Link-local IPv6 Address . . . . . : xxxxxxxxxxxxxxxx
IPv4 Address. . . . . . . . . . . : xxxxxxxxxxxx
Subnet Mask . . . . . . . . . . . : xxxxxxxxxxxxx
Default Gateway . . . . . . . . . : xxxxxxxxxxxxxxx
xxxxxxxxxxxx

Wireless LAN adapter Wi-Fi:

Media State . . . . . . . . . . . : Media disconnected
Connection-specific DNS Suffix . : attlocal.net

Ethernet adapter Ethernet 2:

Media State . . . . . . . . . . . : Media disconnected
Connection-specific DNS Suffix . :

Tunnel adapter isatap.attlocal.net:

Media State . . . . . . . . . . . : Media disconnected
Connection-specific DNS Suffix . : attlocal.net

Tunnel adapter Teredo Tunneling Pseudo-Interface:

Connection-specific DNS Suffix . :
IPv6 Address. . . . . . . . . . . : xxxxxxxxxxxxxxxxxxxx
Link-local IPv6 Address . . . . . : xxxxxxxxxxxxxxxxxxx
Default Gateway . . . . . . . . . :


---------------------------------------------

I have already acquired my IP from whatismyip.org and have given it to my friend. So far what we have done differently since your reply is:
-We have both removed the IP from the server.properties file.
-We are using the IP's (one from me the other from him) to try to connect to each other's servers in a turn based manner(He attempts to run and I connect, then I attempt to run and he connects) with no results.

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I should add that we are both connected to Ethernet and not doing this wireless. As for port forwarding, we have both already created a custom service under the NAT/Gaming section of the Firewall to allow us to connect to each other's server(We both use AT&T as our internet provider). The info is as follows:

Service I Port I Device
Minecraft-FTB I TCP/UDP:25565 I (Our own devices)
I TCP:XXX I XXX.XXX.X.XX

There is also another service line underneath it with no name. It gives us (or me at the least) a TCP:XXX and is connected to a device named with an IP. It is written above as well. Is this the IP that we needed to use in any part of the server creation process?
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On a side note:
minecraft_server1.7.10. does not launch when ServerStart is executed (nor does FTBServer-1.7.10-1448 if one or the other was intended to launch along with ServerStart). This issue does not appear when my friend launches the FTB Unleashed server (the files that would be considered the equivalent of those mentioned before). We have also tried to add the mods that we wanted into the FTB Vanilla+ modpack, but the same issues arise. There is no type of error that prevents FTB Vanilla+ from launching after mods were added.
 

Henry Link

Forum Addict
Dec 23, 2012
2,601
553
153
USA - East Coast
The IPv4 addreess is the one you need. Leave the IP address out of the server.properties file. It isn't needed. The minecraft/FTB server will use the IPv4 address that you get from the IPCONFIG command.

By local client I mean the PC you will use on the same home network as the server. Start the FTB pack on this and see if you can connect to the server by adding the IPv4 address from the server to the client. If that connects then the server is done don't touch it anymore it is working as designed.

Sounds like you have the right idea for the port forward setup. Just make sure it is forwarding to the IPv4 address you got from the IPCONFIG on the server. BTW: only TCP is needed. I wouldn't put in the UPD on the port forward.

And you are correct with your friend using the IP address from whatismyip.org. But you being local to the server should use the IPv4 address. The port forward actually translates the external IP address to the internal one used by your server.
 
M

Meronantes

Guest
Despite following your instructions, we are still unable to successfully launch. We can obviously connect to our own servers upon launch but we cannot join each others. I think we will settle for Unleashed for a bit longer until we are successful. We'll try other mods packs in hopes that we are able to run one of the 1.7.10 versions. If not, then Unleashed isn't so bad. We still haven't made it past early game builds yet so it'll keep us entertained regardless. Thanks for the help!