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Starting, stopping and states

Every state a client can be in, and what to do when it will not start.

Start and stop a client from its client row, its drawer, or its details page. Starting takes one of your plan's slots; stopping gives it back.

The states

StateMeaning
stoppedNot running. Costs nothing.
startingAccepted, being placed on a node.
connectingHandshaking with the game server.
onlineConnected and running its flows.
reconnectingDropped, and coming back on its own.
stoppingShutting down. The before-stop trigger runs here.
errorIt could not start, or it failed and is not retrying.

The Clients page header counts how many are online and how many are blocked. A stop followed by a start is what most fixes need.

Needs attention

Above the list, the Clients page names the clients worth acting on (2 need attention); click one to open it. The Overview's Need you list shows the same problems with the fix attached:

  • could not be started, with the reason the platform gave → see below.
  • dedicated IP is unreachable → Swap dedicated IP. On the Clients page, Fix all dedicated IP faults narrows the list to every affected client.
  • has no account attached → Pick an account. A client cannot run without one.
  • has flow variables to fill in → Fill them in. See variables.
  • connecting: it should be online, is not, and is still trying. A client that is only starting up is not listed.

A client with no flow attached says so on its row. It will connect and hold its player slot, which is a perfectly good reason to run one, but it will not do anything else.

When a start fails

Work down this list:

No free slot. A start is refused when every slot your plan includes is already in use. Stop another client, or add slots. A coin balance makes no difference: runtime is not paid for with coins. See how coins work.

Your plan runs clients on your phone. A cloud client needs a 24/7 plan; until then, run it as a phone client.

No account attached. Attach one from the row or the drawer.

Values missing. An attached flow reads a variable this client has no value for. See missing values.

Shared IP limit. A client with no dedicated IP connects through the platform's shared IPs, which take a limited number of clients per account. Past that, the start is refused: stop another client that uses them, or attach a dedicated IP.

Unsupported game version. Versions above 26.1 are refused before the client starts, because the data they need does not exist yet, which gives a clean failure instead of a crash loop. See supported versions. This is also checked after an auto negotiation, so a server that answers with an unsupported version fails the same way.

The account needs signing in again. A premium account whose sign-in is no longer valid blocks the start. See premium sign-in.

The server rejected the account. Check the account is the right kind for the server. See add an account.

A dead dedicated IP does not block a start: the client connects without it, and stays flagged as dedicated IP is unreachable until you swap or clear it.

A stopped client costs nothing

There is no charge for a client that is not running. Stopping is the right move for anything you are not using. If you want it back on a rhythm, put it on a daily schedule instead of remembering.

Starting, stopping and states · CubeMind docs