- Confirm the server reached its ready state rather than remaining in initialization.
- Make sure client and server run the same Build and that the server installation verifies successfully.
- On the same network, connect with the server machine’s actual local IPv4 address; outside the network, use the public address and correctly forwarded ports.
- Watch the server console for the connection attempt and any port, account, mod, or file mismatch.
- Test a vanilla connection. If it works, add the server mod set back in batches.
- Save
logs.zipfrom both a failed client attempt and the server before changing data folders.
Interpret what you see
- No server-console activity suggests wrong address, firewall, forwarding, or a server that is not actually ready.
- A mod-related line suggests incomplete server lists, dependencies, or mismatched Workshop copies.
- The same loop for local and remote clients points toward the server process or its configuration.
- One client failing while others join points toward that client’s Build, mods, or network path.
Sources
The Indie Stone support: infinite Getting Server Info — Official workflow covering mods, logs, addresses, and ports.
Build 42 dedicated-server report — Build 42 community case; use only matching evidence.
Steam support: Getting Server Info — Support discussion.