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Create a Minecraft Network: Velocity Proxy With Multiple Servers

Minecraft networks in the RespawnHost panel: Velocity proxy, templates and instances explained, with blueprints, plugins, pricing and limits.

Last updated September 21, 2026 · RespawnHost

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What is a Minecraft network at RespawnHost?

A network is a Velocity proxy with several Minecraft servers behind it, which you create and remove under “Networks” in the panel. Your players connect to a single address and move between lobby, survival, creative or minigame rounds in game, without reconnecting the client. You pick a blueprint when creating it, and the panel handles the rest: install the proxy, configure forwarding, install plugins, start the first servers.

Beta

Minecraft networks are new and still being trialled. The proxy and its instances are regular pay-per-use servers and billed as usual, but features and handling will keep changing over the next few weeks. If something goes wrong, support will help you out.

The difference to a single server: you no longer manage one server, you manage a group of them. New worlds come from templates with one click, and round-based servers clean themselves up after the match.

Three terms you need to know

TermWhat it isHow many
ProxyThe Velocity server your players connect to. It knows every server behind it and passes players through.exactly 1 per network
TemplateThe blueprint for a server: software, version, RAM package, lifetime. A template never runs, it only describes.as many as you like
InstanceA real Minecraft server created from a template. It is named prefix-1, prefix-2 and so on automatically.up to 20 per network

Every instance is a full game server with its own console, file manager, backups and metrics. That is why you also find the proxy and its instances in your regular game server list, carrying the network name in their alias, such as My Network — Proxy and My Network — lobby-1.

Creating a network: the four inputs

Under Networks in the panel, click “Create network”. The dialog asks for four things:

  1. Name (at least three characters). It shows up in the panel and in the server aliases.
  2. Blueprint: decides which templates are created and which of them start right away.
  3. Location: Germany (Frankfurt am Main), US West (Salt Lake City), US East (Charlotte) or India (Noida). All servers of a network live in the same location, and instances prefer the node your proxy runs on.
  4. Proxy package: the smallest package with 2 GB RAM is preselected. Velocity only forwards packets and never loads a world, so it rarely needs more.

Tip

Test your ping before picking a location. The dialog has a "Test all locations" button for exactly that: it measures from each regional test server to your connection.

The four blueprints compared

BlueprintTemplates createdStarts right awayRAM runningPlugins
Lobby onlyLobby1 server4 GB8
SMP networkLobby, Survival2 servers12 GB19
Minigame networkLobby, BedWars, SkyWars1 server4 GB12
Creative networkLobby, Creative2 servers8 GB15

In the minigame network the round templates deliberately do not start: BedWars and SkyWars are meant to appear per match and disappear afterwards. The lobby runs continuously, because without a reachable target the proxy turns every player away.

What happens automatically after the click

A background job checks every minute what is still missing and works through the chain:

StepWhat happensDuration
1. Rent the proxyThe Velocity server is created and installedusually 1 to 2 minutes
2. Configure the proxyvelocity.toml and the forwarding secret are written, proxy plugins installed. The network then shows Readyabout a minute
3. Create instancesBlueprint templates meant to start get their instance1 to 2 minutes per server
4. Configure instancesForwarding, online-mode=false and the performance tuning are writtenseconds
5. Install pluginsKeeps running in the background while the server is already good to goa few minutes
6. StartPermanent instances boot, then the proxy. An instance is registered at the proxy only once it really listensabout a minute

An SMP network is up in roughly five to ten minutes. While setup is running the create buttons stay locked, so no half-configured instance gets in the way of the proxy sync.

Note

The panel starts the proxy exactly once, the moment the network has its first target. After that it is your call: stop it later and it stays stopped. The same applies to the lobby.

The board: how you operate your network

The detail view shows your network as a map. The proxy sits on the left, instances to its right, connected by lines. You can drag the nodes around (positions are saved), zoom with the mouse wheel, and bring everything back into view with “Fit to view”.

  • Click a node: opens the side panel with state, RAM, address, player count and whether the instance is registered at the proxy.
  • Open server: jumps from the side panel into the familiar server view with console, file manager, backups and settings.
  • Start, restart, stop the proxy: the buttons above the board.
  • Start, stop, delete an instance: in that instance’s side panel.

Instance states mean:

StateWhat is going on
ProvisioningThe server is being created and installed
ConfiguringForwarding and tuning are being written
ReadyFully set up but switched off. Costs nothing
RunningOnline and registered at the proxy
DrainingBeing removed from the proxy config before it stops
ReleasingBeing deleted
FailedSetup did not work, the message is in the side panel

Templates: permanent or per round

You create a template with “Create template”, either from the ready-made list or entirely yourself. The ready-made ones come with sensible values that you can change at any time:

TemplateRoleRAMIdle shutdownMax lifetime
Lobbypermanent4 GBoffnone
Survivalpermanent8 GBoffnone
Resource worldpermanent8 GBoffnone
SkyBlockpermanent8 GBoffnone
Creativepermanent4 GBoffnone
BedWarsper round4 GB5 minutes2 hours
SkyWarsper round4 GB5 minutes1 hour
Minigame arenaper round4 GB5 minutes2 hours
Eventper round8 GB30 minutes12 hours

The difference sits in the Keep data switch:

  • Permanent: stopping keeps the instance and its world. Right for lobby, survival, SkyBlock and creative.
  • Ephemeral: the instance is deleted after the round and the world is gone with it. Right for minigame rounds that start fresh every time anyway.

Idle shutdown and max lifetime are your two safety nets against forgotten servers. An instance without players is shut down after the configured idle time, and at the latest when the max lifetime is reached, in case your round end never gets reported. Permanent templates only have their container stopped, ephemeral ones are deleted. Idle shutdown can be set between 1 and 60 minutes, 0 turns it off.

A template’s prefix becomes the name at the proxy: bedwars turns into bedwars-1, bedwars-2 and so on, and those are the names your players use with /server bedwars-2. As long as instances of that template are running, the prefix can no longer be changed.

Which server software works, which does not

As a backend the panel allows Paper, Purpur and Folia only. That is a security boundary rather than a convenience list: behind a proxy every server runs with online-mode=false and the proxy handles the Mojang check. Velocity’s modern forwarding secures that, and Paper supports it natively from 1.14 onwards. Vanilla and Fabric do not bring it, so such a server would sit online with authentication disabled and anyone could log in under any name, operators included. Try it anyway and the panel answers with “This server software does not support Velocity forwarding”.

The proxy itself always runs Velocity, in the latest stable version. The panel picks it for you.

Plugins we install automatically

All plugins come from Modrinth, matching the Minecraft version of your instance. Anything that does not exist for your version yet is listed in the panel as “These plugins could not be installed”, and you can add it later from the marketplace.

WherePluginsWhat for
ProxyLuckPerms, Sonar, SignedVelocity, Velocitab, MiniMOTDpermissions, bot protection, chat signatures, shared tab list, server list entry
Every backendLuckPerms, PlaceholderAPI, CoreProtect, Chunky, GrimACpermissions, placeholders, block logging, chunk pregeneration, cheat protection
Survival and SkyBlock on topWorldEdit, WorldGuard, GriefPrevention, HuskHomes, Insights, Multiverse-Corebuilding tools, regions, claim protection, homes, entity monitoring, multiple worlds
LobbyLuckPerms, PlaceholderAPI, WorldEditdeliberately light, a hub needs neither claims nor block logging
Round serversLuckPerms, PlaceholderAPIevery plugin costs startup time, which a waiting round cannot spare

Sonar on the proxy is not a bonus but standard equipment: an open Minecraft proxy without bot protection is the first thing any scanner finds.

Note

In the SMP blueprint the resource world deliberately does not get its own server. It lives as a second world on the survival server via Multiverse-Core. Separate servers would mean separate inventories, and players could duplicate items by hopping back and forth.

What does a network cost?

Proxy and instances are created as regular pay-per-use servers: billed by the second while they run, and 0.00 € while stopped. There is no network surcharge, the hourly prices are the same as for a single server.

PackagePrice per hourRunning non-stop per month
2 GB0.0166 €11.97 €
4 GB0.0296 €21.32 €
8 GB0.0575 €41.40 €
12 GB0.0845 €60.86 €

An SMP network made of proxy (2 GB), lobby (4 GB) and survival (8 GB) therefore costs around 74.69 € per month running non-stop. A BedWars round on 4 GB that lasts two hours costs 0.06 €.

Tip

If your network runs around the clock, prepaid plans are considerably cheaper: the same three servers cost 27.70 € instead of 74.69 € per month. The panel offers the switch on each individual server's page. It is not worth it for round servers, since those get deleted after the match.

To start a server you need credit for at least four hours of runtime. Instances do not count against your regular server limit or your pay-per-use slot limit; their limit is the 20 instances per network.

Limits and rules

  • 20 instances per network, the proxy not included.
  • One location per network. Proxy and instances sit close together on purpose, because every packet a player sends travels between them.
  • velocity.toml and [forced-hosts] belong to the panel. Both are rewritten on every sync, so your own entries there are lost. Everything else on the proxy, plugins and their configuration included, stays untouched.
  • Do not hand out the instance addresses. Every server technically has its own subdomain, but connecting directly bypasses the proxy, permissions, bot protection and tab list. Only the proxy address is public.
  • During setup you cannot create new instances.
  • Deleting a network removes the proxy and all instances for good. Back up whatever matters to you first.

Frequently asked questions

Question: Do I need BungeeCord experience?

No. Velocity is the modern successor, and the error-prone part, meaning forwarding, the shared secret and the server list, is written by the panel. World, permissions and rules stay with you.

Question: How do players move between servers?

With /server. Without an argument Velocity shows the available servers, /server survival-1 connects directly. The command is granted to all players by default.

Question: Can I use my own domain like play.myserver.com?

Yes. The proxy is a normal server, so you connect your domain in its settings as usual. Because Minecraft supports SRV records, your players then connect without a port. The steps are in the guide Custom domain for your Minecraft server.

Question: What does an instance cost while it just sits there ready?

Nothing. Only runtime is billed. That is why you can prepare templates and instances for an event in advance and start them in the evening.

Question: Can I put modpacks or Forge servers into a network?

No. Only Paper, Purpur and Folia run behind the proxy, because only they handle modern forwarding safely. For modpacks use a separate server outside the network, see Installing Minecraft mods.

Question: Will my instances be archived automatically when they sit idle?

No. Network instances are excluded from the automatic archiving of inactive servers. The proxy, on the other hand, is a regular server and treated like one.

Question: How many players can such a network handle?

That depends on the backends, not on the proxy. Velocity handles several hundred players on 2 GB because it never loads a world. How much RAM your game servers need is covered in How much RAM does a Minecraft server need?.

What comes next

A freshly created network is technically up but not playable yet: admin permissions, your own world, the MOTD and claim protection are still missing. The panel checklist lists exactly those steps, and the guide Setting up a Minecraft network works through them with every command and file path.

Your own Minecraft server starts at 4.50 € per month: rent a Minecraft server.