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To host Confluence: Journey’s Start with friends, install the same client pack and Minecraft/NeoForge release on every computer, download the matching server-pack artifact, then run it as either a short-lived Host & Play session or a dedicated server. The current CurseForge listing identifies the project as a Minecraft 1.21.1 NeoForge pack and lists ServerPack_1.2.4-3.12 among its recent server files.
For a persistent world, extract that server pack on an always-available computer, configure the world and access settings, expose the server’s port (7777 by default), and have a second player verify that the same mod versions load successfully. This guide explains both the quick co-op route and the dedicated-server setup.
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The name can cause confusion because the requested setup is often described as a “Terraria modpack server,” while the current project metadata identifies Confluence: Journey’s Start as a Minecraft 1.21.1 modpack running on NeoForge. Use the Minecraft and NeoForge versions shown by the current project file; do not substitute a vanilla Minecraft server or a Terraria server executable.
The official Confluence: Otherworld installation page identifies Journey’s Start as the official modpack and points players to a separate server-pack download. The current CurseForge project page lists a recent server artifact named ServerPack_1.2.4-3.12, reports a project update on August 24, 2026, and shows 175,967 project downloads. Those details can change, so treat the current client file and its matching server file as the authority when you download.
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Why the client and server must match
A modded server does not merely check the base game. It also loads NeoForge and a particular collection of mod files and versions. Every player should therefore use the same Journey’s Start release, Minecraft version, NeoForge version and mod set as the server. A client that is one release ahead or behind can fail during connection, reject missing content or behave unpredictably after joining.
What the server pack contains
The server pack is the distribution intended to run the world without a graphical client. It should be kept separate from each player’s client installation. Extract it into a dedicated folder, preserve the directory structure supplied by the pack, and use the included launcher or start script rather than copying individual mods by hand. If the launcher asks for a particular runtime, install the runtime version it specifies.
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The right method depends mainly on how often the world must be available and who is willing to handle networking and maintenance.
| Hosting mode | Best fit | Availability | Networking work | Operational responsibility |
|---|---|---|---|---|
| Host & Play | Short co-op sessions with a small group | Normally ends when the host stops playing | Usually the least setup | The host starts the session and keeps playing |
| Self-hosted dedicated server | A persistent world on a home computer or separate machine | Can remain online independently of a player session | May require firewall rules, port forwarding and a stable LAN address | You manage files, backups, updates, uptime and security |
| Managed server hosting | Groups that want a public endpoint without operating the machine | Depends on the provider and selected service | The provider generally supplies the endpoint and infrastructure | You still manage the game configuration and modpack compatibility while the provider handles the underlying service |
Host & Play is the fastest way to test the pack with friends. A dedicated server is the better choice when players should be able to join while the original host is offline. Managed hosting adds a recurring fee, but avoids maintaining a home machine and gives you a support channel; current prices, memory allocations and uptime terms are not established by the project listing, so check those details directly before paying.
Prepare every player and the host machine
- Install the official Journey’s Start client distribution on every player’s computer.
- Confirm that all players select the same Minecraft 1.21.1 and NeoForge release shown by the current project file.
- Download the server pack that matches that exact client release. Do not assume that the newest server artifact is compatible with an older client installation.
- Choose a machine with enough storage for the server files, the world and backups, and with a network connection that can remain available for the intended play period.
- Decide whether the server will be reachable only on the local network or from the internet. Internet access changes the firewall and router steps.
- Choose a world name, maximum player count, password policy and message of the day before inviting people.
Install the Journey’s Start client pack
- Open the official Confluence: Otherworld installation instructions and follow its Journey’s Start distribution link.
- Install or import the client pack in the launcher you use for modded Minecraft.
- Open the profile or instance settings and record the Minecraft and NeoForge versions shown there. Give those exact values to every player.
- Launch the pack once before attempting multiplayer. This lets the launcher create its normal instance files and confirms that the client itself starts.
- Exit the game cleanly. Do not edit the client’s mod files yet; first establish a known-good, unmodified installation.
If one player receives a missing-mod or incompatible-version message, compare the complete profile version and mod list with the others before changing the server. Reinstalling the same client release is safer than adding random files downloaded from elsewhere.
Download and stage the matching server pack
- On the current CurseForge project page, open the recent files list and locate the server-pack file corresponding to the client release. The listing currently shows
ServerPack_1.2.4-3.12. - Download the archive to the computer that will run the server.
- Create a folder used only for this world, such as a Journey’s Start server directory, and extract the archive into it. Keep the supplied subfolders and configuration files in place.
- Read the included readme or start instructions. Use the launcher or script supplied with the server pack; do not start a client-only launcher or mix files from a different release.
- Run the server once and allow it to create its initial configuration and world directories. Stop it normally before making detailed configuration changes.
The exact file locations differ between Windows, Linux and macOS. The important rule is to edit the files in the extracted server directory that the launcher actually uses, not a second copy elsewhere on the computer.
Fast option: use Host & Play
For a one-evening session, start Journey’s Start through the client’s multiplayer or Host & Play flow. The host loads or creates the world, invites the other players and keeps the game running. This route avoids setting up a separate dedicated process, but the world is generally unavailable when the host leaves.
- Verify that every player has launched the same Journey’s Start client release.
- Start the pack on the host computer and choose the Host & Play option.
- Select an existing world or create a new one, then set the session password if the interface offers one.
- Share the address or invitation method shown by the game with the other players.
- Have one player join first and confirm that the world loads before inviting the full group.
If the group wants the same world to remain available overnight, during work hours or when the original host is away, move to the dedicated-server method instead of leaving a client open indefinitely.
Run a dedicated server
1. Start the supplied server process
Open the extracted server directory and launch the included server binary or start script. On Windows, use the supplied launcher from that folder. On macOS or Linux, start the supplied executable from a terminal in the server directory and follow any first-run prompts. Keep the terminal output visible during initial setup so that you can see errors, the selected world path and the listening port.
Do not close the process immediately after it reports that the server is ready. A dedicated server must remain running for players to connect. Stop it through its normal shutdown command or procedure so that world data is written cleanly.
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2. Select or create the world
The dedicated-server configuration supports loading an existing world or creating one automatically. You can set the world size, seed, name and difficulty. If you already have a world, point the world setting at that world and make sure the server account has permission to read and write the directory. For a new world, configure the automatic-creation setting, choose a seed if you want a repeatable generation result, and provide a world name that your players will recognize.
Keep the world directory inside a location included in your backup plan. Moving or renaming it later without updating the configuration can make the server appear to have lost the world.
3. Set player access
Use the documented access settings before sharing the address:
maxplayersaccepts values from 1 through 255. Set it to the number of players your group actually needs rather than leaving an unnecessarily large opening.passwordprotects the server from casual visitors. Give it privately to the intended group.motddisplays a short message when players connect. Use it for the world name, house rules or a reminder about the pack version.securecontrols the server’s documented secure mode. Keep the setting consistent with the security approach you intend to use.banlistidentifies the file used for banned-player records. Back it up with the rest of the server configuration.
4. Set the port and network behavior
The default Terraria server port documented by the official Terraria Wiki is 7777, and the Journey’s Start setup guidance uses that default unless you choose another available port. If you change it, every player must use the new value and the firewall and router rules must match it.
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The configuration also documents upnp, which controls the server’s UPnP behavior, and npcstream, which controls NPC streaming. Leave them at the pack or server defaults unless you understand why your network or performance needs a change.
5. Keep the process available
A home server can be the same computer used for play, a spare desktop or a separate machine. For a persistent setup, run the process on a machine that will not sleep or shut down unexpectedly. On Linux, the official guidance recommends using tmux or screen so the server continues after you disconnect from a shell.
For example, create a session with tmux new -s journey-start, start the supplied server process in that session, and detach with the tmux detach key sequence. Reconnect later with tmux attach -t journey-start to view the console. The same principle applies to screen; the wrapper keeps the server process alive after logout, but it does not restart a crashed process automatically.
Configure the server settings
The following settings are documented for the dedicated server. Use the names exactly as they appear in the configuration file; spelling or capitalization changes can cause a setting to be ignored.
| Setting | What it controls | Practical use |
|---|---|---|
world |
The world file or world location to load | Point to an existing Journey’s Start world when you want to continue it |
autocreate |
Automatic world creation behavior | Use when the configured world does not yet exist and you want the server to generate one |
seed |
World-generation seed | Set a deliberate seed for a repeatable world; leave your chosen value recorded for future recovery |
worldname |
The generated or displayed world name | Give the group a recognizable name instead of relying on a default |
difficulty |
World difficulty | Choose the level agreed on by the group before the first long session |
maxplayers |
Maximum simultaneous players | Use a value from 1 to 255 that matches your group |
port |
Listening network port | Use 7777 by default, or change it consistently in the server, firewall and router |
password |
Join password | Keep private servers behind a password |
motd |
Message shown to connecting players | Display rules, the world name or the required client release |
worldpath |
Base directory for world data | Place it on storage that is included in scheduled backups |
banlist |
Ban-record file | Preserve it when moving or restoring the server |
secure |
Documented secure-mode switch | Keep it aligned with your access and moderation policy |
upnp |
UPnP network behavior | Enable or disable it deliberately rather than changing it while troubleshooting randomly |
npcstream |
NPC streaming behavior | Leave the documented default unless you have a specific reason to alter it |
After editing the file, restart the server so every change is loaded. Keep a copy of the original configuration and make one change at a time when diagnosing a problem.
Make the server reachable
Local-network players
If everyone is on the same home network, give players the host computer’s local address and the configured port. Assigning the host a static LAN address is practical because it prevents the address from changing after a router restart. Players should connect using that local address, not the public address.
Players joining over the internet
- Allow the server process through the host computer’s firewall when the operating system asks.
- Create a router port-forwarding rule for the configured server port, 7777 by default, pointing to the host computer’s static LAN address.
- Confirm that the router rule and the server’s
portsetting use the same number. - Share the public address and port only with the intended players, and keep the server password enabled.
- Test from a different network, such as a phone hotspot or a friend’s home connection. A test from the same LAN can succeed even when internet forwarding is wrong.
Some internet connections use carrier-grade NAT or block inbound connections. In that situation, a correct local firewall rule and router forward still may not produce a reachable public server; use a network arrangement that supplies an inbound endpoint or choose managed hosting.
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Validate the setup before inviting everyone
Use a second player account or a trusted friend for a controlled join test. This catches most setup errors before a long session begins.
- Start the dedicated server and wait until its console indicates that it is ready.
- Connect with the configured address and port.
- Confirm that the Journey’s Start client loads without a missing-mod or version error.
- Enter the world, move through several areas and verify that normal play remains stable.
- Disconnect and reconnect once to check that the world and player data persist.
- Stop the server normally, start it again and confirm that the same world appears rather than a newly generated one.
This validation is a recommended operational check. It is not a substitute for monitoring the server during a real session, especially after changing the modpack or moving the world files.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshoot the common failure points
The client refuses to join because of a mod or version mismatch
Compare the Minecraft version, NeoForge version and Journey’s Start release on the client and server. Re-download the matching server pack if the server was built from an older archive. Do not fix a mismatch by adding a single mod from an unrelated release.
Players on the same network cannot connect
Check that the server is running, that the player is using the host’s local address, and that the operating-system firewall allows the server process and configured port. Verify that the server is listening on the port shown in its configuration rather than assuming it remained at 7777 after an edit.
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Internet players cannot connect, but local players can
Recheck the router forward, the host’s static LAN address and the firewall rule. Test from outside the home network. If the router’s public-facing connection does not permit inbound traffic, port forwarding alone cannot solve the problem.
The server starts a different or empty world
Stop the server, inspect world and worldpath, and confirm that the expected world directory is present in that location. Restore the original configuration if a recent edit changed the path or world name.
The server stops when the host closes the terminal
Run it in a persistent session such as Linux tmux or screen, or leave the dedicated machine logged in and running. A persistent shell protects against logout; it does not protect against power loss, a system sleep event or a crashed process.
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Players see a password or capacity error
Check password and maxplayers. Remember that maxplayers counts simultaneous connections and accepts 1–255; raise it only when the group and machine are ready for the additional players.
Backups, updates and safe changes
Back up the world directory, configuration files, ban list and any server-specific scripts before updating the modpack or changing the world path. Stop the server cleanly before copying world data so that the backup is not made while files are being written.
When a new Journey’s Start release appears, update in a staging folder first. Record the current client version, NeoForge version, server-pack filename and world backup. Install the new server pack separately, apply the required configuration, then have one player test with the corresponding new client. Keep the previous server folder until the new release has loaded the world and completed a normal join test.
Self-hosting or managed hosting?
Self-hosting gives you direct access to world files, configuration, backups and update timing. It avoids a recurring hosting charge, but you supply the hardware, bandwidth, firewall work, router configuration, monitoring and recovery plan. It is a good fit when someone in the group is comfortable maintaining a small server and the internet connection permits inbound access.
Managed hosting removes most machine and network administration. You receive a provider-controlled endpoint and support, while the provider operates the infrastructure. Before ordering, verify that the service explicitly supports Minecraft 1.21.1, NeoForge and custom modpack server files, and ask how backups, file access, migration and version changes work. Do not infer RAM limits, uptime or compatibility from a marketing badge alone.
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Quick Recap
A practical decision checklist
- Choose Host & Play when the same person will be present for every short session and minimal setup matters most.
- Choose a self-hosted dedicated server when you need control of files and updates, can keep a machine online and can handle networking.
- Choose managed hosting when you want an always-available endpoint without maintaining home infrastructure and accept a recurring fee.
- Whichever method you choose, keep every client on the server’s exact Minecraft, NeoForge and Journey’s Start release.
- Protect the world with a password, retain backups and test a second-player connection after every major change.
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