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The build succeeds when every backend has a unique reachable address, every name in velocity.toml matches exactly, and the forwarding mode and secret agree on both sides. This guide takes you from an empty server layout to a working lobby, explains older-version compatibility, and gives a fault-isolation checklist.
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Understand the hub architecture before installing anything
A hub is not a special Minecraft server type. It is a normal lobby server that players reach through a proxy.
- Proxy: The network entry point. Players use its hostname and port, and it decides which backend should receive each connection.
- Lobby backend: A Paper server containing the spawn area, navigation, rules, menus, and portals or server-selector features.
- Game backends: Separate Paper servers for survival, creative, minigames, events, or other modes.
- Forwarding: The mechanism that passes a player’s identity and connection information from the proxy to the backend.
The traffic path is:
Player → public proxy address → lobby backend → survival/minigame backend
Players should normally publish only the proxy address. The backend ports can remain private or be restricted by a firewall when your hosting layout allows it. This reduces the risk of somebody bypassing the proxy and joining a backend directly.
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Plan addresses, names, and versions
Write down the network before you launch services. Every backend needs a distinct listening port, and the name used in configuration must be identical everywhere it appears.
| Role | Example configuration name | Example address | Purpose |
|---|---|---|---|
| Proxy | — | 0.0.0.0:25565 |
Public player-facing entry point |
| Lobby | lobby |
127.0.0.1:25566 |
Default destination and fallback |
| Survival | survival |
127.0.0.1:25567 |
Survival gameplay |
| Minigames | minigames |
127.0.0.1:25568 |
Minigame servers |
The addresses above are examples, not required port numbers. Use the ports assigned by your host, and never assign the same port to two processes on the same IP. If the proxy and backends run on different machines, replace the loopback address with the backend machine’s private address and allow traffic between those machines.
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Choose a compatible Minecraft range
For Minecraft 1.13 and newer, modern Velocity forwarding is the preferred documented format when the backend implementation supports it. Paper 1.12.2 or older requires the legacy BungeeCord-compatible forwarding style. Decide this before configuring the proxy, because the mode selected in Velocity must match the setting on every backend.
Install and start the Velocity proxy
- Create a dedicated directory for the proxy and place the Velocity jar in it.
- Start it with the Java runtime supported by the Velocity build, for example
java -jar velocity.jar. Use the actual filename if it differs. - Stop the process after its initial files are created, then open
velocity.toml. - Set the proxy’s bind address and public port. A bind such as
0.0.0.0:25565listens on all available interfaces; a specific interface is preferable when your host requires tighter binding. - Set
player-info-forwarding-modeto the forwarding format you selected. For a modern 1.13-or-newer Paper network, the relevant value is"modern". - Keep the generated forwarding secret file private. Do not paste its contents into a public post, commit it to a public repository, or reuse a secret from an unrelated network.
A minimal modern-forwarding portion of velocity.toml looks like this:
bind = "0.0.0.0:25565"
player-info-forwarding-mode = "modern"
forwarding-secret-file = "forwarding.secret"
[servers]
lobby = "127.0.0.1:25566"
survival = "127.0.0.1:25567"
minigames = "127.0.0.1:25568"
try = [
"lobby"
]
The exact surrounding settings depend on the Velocity version and the options you want, so preserve the generated file's existing structure. The important pieces are the backend map, the forwarding mode, the secret file, and the ordered try list.
Create the lobby and game backends with Paper
Make a separate directory for the lobby and for each game mode. Run each Paper server independently so that a crash, restart, or maintenance window on one mode does not overwrite another mode's world and configuration.
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- Start it once, accept the Minecraft EULA in the generated file, and start it again.
- Assign a unique
server-portto each backend. The lobby must use the port entered forlobbyinvelocity.toml; survival and minigames must likewise match their entries. - Bind the backend to the interface that can reach the proxy. On one machine this is commonly a local interface; on separate machines it is the private network address allowed by your host.
- Complete the normal world, permissions, spawn, and gameplay configuration for that backend.
Start the proxy and all required backends after saving the files. A proxy cannot connect to a stopped server, and a backend that is listening on a different port is indistinguishable from a missing backend from the proxy's point of view.
Register every backend and make the lobby the default
The [servers] section is a name-to-address map. In the example, lobby, survival, and minigames are logical names, while the quoted values are network addresses. Names are case-sensitive for practical purposes: use the same spelling in menus, commands, forced hosts, and other integrations.
The try list is an ordered fallback list. Velocity attempts its first available destination when a player logs in and can use the next destination after a kick. Put the lobby first:
try = [
"lobby",
"survival"
]
Adding survival as a second entry can keep the network reachable if the lobby is temporarily down, but it also means players may enter a gameplay server without seeing the intended hub. Most public networks therefore keep the lobby first and add only a deliberate emergency fallback.
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The forced-hosts section maps a hostname to one or more destination server names. This is useful when a network wants a dedicated hostname to open a particular mode, while the main hostname still opens the lobby. Every destination named there must already exist in [servers].
[forced-hosts]
"survival.example" = ["survival"]
"play.example" = ["lobby"]
Do not treat a forced host as a replacement for registering the backend. It is only a routing rule layered on top of the server map.
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Configure player-information forwarding securely
Forwarding lets the backend learn the player's identity through the proxy instead of treating the proxy as an unrelated client. The proxy and backend must use the same forwarding format and the same secret where the selected format requires one.
Modern forwarding for supported Paper versions
For Minecraft 1.13 and newer, select player-info-forwarding-mode = "modern" in Velocity, retain the proxy's forwarding secret, and enable the matching Velocity support in Paper. Enter the exact same secret on the backend side through the Paper configuration mechanism for your version. Restart both sides after changing it.
Modern forwarding is the preferred documented option because it is designed for supported versions and provides a stronger forwarding model than the legacy format. A secret mismatch, a mode mismatch, or enabling the wrong Paper support commonly causes authentication or forwarding-check failures.
Legacy forwarding for older or incompatible backends
If you must support Paper 1.12.2 or lower, or an implementation that does not support modern forwarding, select the legacy BungeeCord-compatible mode and configure the backend for that mode. Legacy forwarding offers older-version compatibility, but it is less secure and should not be selected merely because it appears familiar.
Do not mix modes casually. Every backend that receives forwarded players must be configured for the format the proxy sends. If a network contains both modern and legacy backends, verify the exact compatibility path for each implementation and version rather than assuming one setting covers all of them.
| Forwarding choice | Use it when | Security and compatibility trade-off |
|---|---|---|
| Modern Velocity | Supported Paper and Minecraft 1.13 or newer | Preferred documented format; requires matching backend support and shared secret |
| Legacy BungeeCord-compatible | Paper 1.12.2 or older, or an implementation without modern support | Broader older-version compatibility, but less secure |
Connect players from the lobby to multiple servers
Registering a backend makes it reachable through the proxy; it does not automatically create a compass menu, portal, or clickable selector in the lobby. Add the navigation method appropriate for your lobby setup, and make each destination refer to the exact proxy server name, such as survival or minigames.
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A server-selector feature should request a proxy transfer, not attempt to connect a player directly to a backend address. Direct connections bypass the proxy and can fail when the backend is private. Test every selector with a real player account and confirm that the destination changes while the player's identity, permissions, and inventory behavior remain correct for your network design.
Protect the backend servers
The proxy is the network entry point, so backend exposure should be minimized. When proxy and backends share a host, bind backends to a local or private interface where practical. When they are on separate hosts, allow the backend ports only from the proxy's private address or security group. Exact firewall rules depend on your provider, operating system, and topology.
- Expose the public Minecraft port on the proxy, not on every backend.
- Keep the forwarding secret readable only by the proxy and the backend processes that need it.
- Do not publish backend IP addresses in server lists, screenshots, logs, or support messages.
- Do not place one proxy behind another proxy. The compatibility documentation describes proxy-behind-proxy designs as unsupported.
- Back up
velocity.toml, the forwarding secret, and each backend's configuration separately, with the secret stored in a restricted location.
Test the hub in a controlled order
- Stop all services and check that no other process is already using the planned ports.
- Start the lobby backend and confirm from its console that it is listening on the expected address and port.
- Start each game backend and perform the same listening-port check.
- Start Velocity and inspect its console for configuration or connection errors.
- Connect a test account to the proxy's public address, not to a backend address.
- Confirm that the account lands in the lobby, proving that the first
trydestination is available. - Use the lobby's selector or transfer command to enter survival and minigames.
- Stop the lobby briefly and observe whether the next intentional
trydestination behaves as expected. Start it again before opening the network to players. - Test a forced hostname, if configured, and verify that it reaches the intended backend.
- Repeat the test after a full restart so that a working in-memory state is not mistaken for a persistent configuration.
Troubleshoot connection failures by symptom
The client cannot reach the proxy
Check the public hostname, DNS record, firewall, bind address, and proxy port. A service bound only to a private interface cannot accept an Internet connection. Confirm that Velocity is actually running and that its console shows no startup failure.
Velocity says a backend is unavailable
Verify that the backend process is started and responsive, then compare its listening address and port with the corresponding value in velocity.toml. Check for a typo in the server name and ensure that a local address such as 127.0.0.1 is used only when the backend is on the same machine.
The lobby is skipped or players enter the wrong server
Inspect the try list and make sure lobby is spelled exactly like the entry under [servers]. If a forced host is involved, check that hostname's mapping as well. A stopped lobby causes Velocity to move down the fallback order, so restore the lobby before judging the routing configuration.
Players are kicked for forwarding or authentication errors
Compare the forwarding mode on Velocity with the mode enabled in Paper. For modern forwarding, compare the secret character by character and ensure the backend is configured for Velocity support. Restart both proxy and backend after edits; stale processes continue using the old settings.
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A backend works directly but not through the proxy
Direct success proves only that the backend itself is running. Check that the proxy can reach the backend's bound interface, that a firewall allows proxy-to-backend traffic, and that the registered address is not a public address blocked by the host's network policy.
The network uses two proxies
Remove the proxy-behind-proxy arrangement while diagnosing the network. The compatibility guidance describes that design as unsupported, so forwarding and player identity may fail even when each proxy works alone.
Velocity compared with a legacy BungeeCord-style setup
| Decision point | Velocity | Legacy BungeeCord-style setup |
|---|---|---|
| Supported versions | Modern forwarding for supported Paper versions, especially Minecraft 1.13 and newer | Useful when older Paper versions, including 1.12.2 or lower, must be supported |
| Forwarding security | Modern mode with a shared secret is the preferred documented option | Legacy forwarding is less secure |
| Backend compatibility | Compatible with many Minecraft server implementations, with exact support depending on version and configuration | Broad legacy ecosystem, but each backend still needs compatible forwarding settings |
| Configuration | Uses named backends, an ordered try list, optional forced hosts, and an explicit forwarding mode |
Uses BungeeCord-compatible concepts and legacy forwarding settings |
| Plugin compatibility | Check each plugin's proxy support; a plugin written for another proxy is not automatically compatible | Many older plugins target the BungeeCord API, but version and implementation differences still matter |
| Troubleshooting | Usually centers on service state, addresses, names, forwarding mode, and secret agreement | Uses the same basic service and port checks, with additional legacy-forwarding concerns |
For a new network whose backends support it, Velocity with modern forwarding is the cleaner starting point. Choose the legacy path when an older version or an implementation requirement makes modern forwarding unavailable, not because the two formats can be mixed without planning.
Maintain and expand the hub
Add a new game mode
- Create a separate Paper directory and assign a unique port.
- Start and configure the backend, then restrict its network access to the proxy where possible.
- Add one name-and-address line under
[servers]. - Use that exact name in the lobby's selector and any forced-host rule.
- Restart or reload according to the supported procedure for your Velocity version, then test with a non-administrator account.
Take a backend offline
Remove it from the active selector before maintenance. If it appears in the try list, decide whether it should remain as a fallback; a stopped destination there will simply be skipped, but an unintended fallback can send players somewhere surprising.
Change forwarding mode or secret
Schedule a coordinated maintenance window. Change the proxy and every affected backend together, distribute the new secret through a protected channel, restart all processes, and test login plus a backend transfer before reopening the network.
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Quick Recap
Final build checklist
- Players use the proxy address as the only public entry point.
- Velocity is running and its bind port is reachable.
- The lobby and every game backend are running on unique, reachable ports.
- Each backend appears under
[servers]with the correct address. trystarts withlobbyunless an intentional emergency design says otherwise.- Forced-host entries, if used, point to registered backend names.
- Velocity and Paper use the same forwarding mode.
- The modern forwarding secret matches exactly on both sides when modern mode is used.
- Legacy forwarding is reserved for older or otherwise incompatible backends.
- Backend ports are protected from direct public access where the network design permits it.
- A real test account can log in, reach the lobby, transfer to each mode, and return after a full restart.
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