The checkbox is to select which ports to delete, if I wanted to delete it., it says “Active” because the port forwarding is active.
Also, the domain has been entered, but please tell me what happens if you enter the [EDIT: Global] IP address.
OK, I put in the ip, and the same thing happens, but I tried getBlurb to see if anything else would happen, and it showed what it should show, which is ROBLOX’s profile’s description, so maybe I just need to rewrite the handleJoinRequest code and place it into a function?
As a confirmation, did you enter the global IP address? Or did you enter your local IP address?
The global IP address, which starts like 192.168 , not 127.0.0.1 , which is usually the local ip, I believe.
Well, that’s wrong…
Local IP is 192.168.xxx.xxx
Global IP is not start as 192.168
127.0.0.1
is for loopback ip.
But it works?
I thought that the ips are different depending on which router brand you own.
When I joined my friends locally hosted minecraft server, it didn’t start like that.
It start like 72.???
Yes, the global IP address depends on the company that owns it, but the local IP address does not.
Absolutely not.
I recommend to start by learning local and global IP addresses.
Instead of debugging the entire system simultaneously, why dont you have your server return a simple text/plain message when you do a GET request to your domain root to see if your DNS A record is actually set properly.
Try ping
the domain. It should always time out.
OK, scrap everything I just said earlier, theres something up with the handleJoinRequest code on my server.
I rewritten the entire code into a function, and got the same error but kinda screwed up (which is more than likely my fault)
Edit: I’m going to reinstall the server, except install a different version and see if that helps.
Alright, new server installed, and now I’m stuck.
I have a brand new error (somehow) that seems to be a server error, although I can’t put my finger on it.
(Note, this is from my ssh
command line, not from ROBLOX STUDIO.)
Heres the current code that runs it
And the new configuration:
Here is what my configuration currently looks like
Home Folder:
Utility Folder:

If you take a look at the wrap function it is checking for the required arguments. What happens if you directly call noblox handleJoinRequest with correct arguments?
How would I do that? Do I use a POST
request tester?
I believe that browsers can only do GET
requests
Note that the only real issue is handleJoinRequest, things like promote work fine.
Directly call it using node. Forget the HTTP stuff for now.
I think I may have found the issue. handleJoinRequest in noblox.js takes in a userId, whereas the server takes a username. Try changing the requiredFields on the server from ‘username’: ‘string’ to ‘userId’: ‘int’ and making the necessary changes on the lua side.
EDIT: The issue seemingly was an update that changed the args and inadvertently broke the server they wrote.
Nope, didn’t solve it, it just ruined the server even more lol
What exactly did you change? You may need to change more.
I changed everything that referenced username, except in the noblox.js module itself, as I don’t have access to that.
I also put in the UserId.