Port forwarding, or a host?
A Minecraft server is a program; anyone can run it. The question is whether people can reach it and whether it stays up.
Running it at home
- Port forwarding: your router must send TCP 25565 to the PC running the server, and some ISPs (mobile, carrier-grade NAT) do not allow inbound connections at all. Players connect to your public IP, which changes unless you pay for a static one or run a dynamic DNS name.
- The PC stays on and the server takes a few GB of its RAM and one CPU core while friends play. Playing on the same machine you host on doubles the load.
- Upload speed is the limit: each player uses a few hundred kilobits, more with a big view distance.
- Backups, updates and restarts are yours to do.
It is a fine way to play with two friends on an evening, and a poor way to run a server people expect to be online.
A hosted server
The server runs on a machine in a data centre with its own address, 24/7, backed up, with the panel doing the updates. On FadeHost a friends server sleeps when empty and wakes on the next join, so a small group pays for a small server: pricing. The free trial needs no card.
Tunnels
A tunnel gives a home server a public address through a relay, with no port forwarding. It works, it adds a little latency, and it leaves you with a PC that has to stay on. Our own is FadeHost Bridge: one address free, Java and Bedrock on one name, a join page, and a screen that tells players to ask you when the machine is off. A hosted server here never needs one, because it already has its own public address.
Good to know
- Moving a home server to a host is one import: Move from another host.
- Bedrock players on consoles cannot type an address at all; a hosted Java server with crossplay on, or a Bedrock server, solves that. See Bedrock crossplay.