---
title: "Minecraft Bedrock server: crossplay, console and mobile"
description: "Minecraft Bedrock hosting in São Paulo: port 19132 over UDP, addons instead of plugins, allowlist by gamertag and crossplay with Java through Geyser."
url: "https://streethosting.com.br/en/minecraft-bedrock"
type: "page"
language: "en-US"
---

Bedrock for phone and console

# Minecraft Bedrock server with phone, console and crossplay

Bedrock is not Java under a different name. Another protocol, another port, another world format and another way of getting the console crowd in.

[See plans for a Bedrock server](https://streethosting.com.br/en/minecraft-pro#plans) [Prefer crossplay with Geyser on top of Java?](https://streethosting.com.br/en/minecraft-paper)

* São Paulo, Brazil
* Anti-DDoS up to 400 Tbps
* NVMe

 Quick answer

A Java client and a Bedrock client do not connect because they speak different protocols: Java opens TCP on 25565 and Bedrock opens RakNet over UDP on 19132. Either you run a Bedrock server, and phones and consoles walk straight in, or you run a Java one with Geyser and Floodgate translating.

## Java and Bedrock do not speak the same language on the wire

The split between the editions is technical, not commercial. Java opens TCP on 25565. Bedrock opens RakNet over UDP on 19132, with an encrypted session tied to the Xbox account. Neither one ever recognises the handshake of the other.

On disk the story repeats itself: the Java world in Anvil files, the Bedrock world in a LevelDB database, with different item identifiers. Migrating between editions is a lossy conversion, not a folder copy.

## What Geyser and Floodgate solve, and where they stop

Geyser is a translator: it listens on UDP as if it were a Bedrock server, converts every packet to the Java protocol and hands it to the real server. Floodgate covers the next step, because without it the Bedrock player would need a linked Java account.

The limit is clear. Forge and Fabric mods do not show up on Bedrock, and an item with a custom model falls back to the base texture. Worse: phones and consoles update on their own, so with every new version the base switches protocol within hours and the bridge only comes back once support ships.

## Addons and behavior packs in place of Java extensions

Customisation arrives as packs. A behavior pack changes rules, loot and entities; a resource pack changes textures, sounds and models. Each one carries a manifest.json with its own UUID, and the world links them through world\_behavior\_packs.json and world\_resource\_packs.json.

The most common mistake is a banal one: two packs with the same UUID, because someone duplicated an example. The pack vanishes from the world list with no clear error. Anyone who wants installable extensions like the Java ones ends up on PocketMine-MP, behind the original game on parity.

## The console blind spot when it is time to invite people

Phone, tablet and Windows type address and port into the servers tab and get in. On console that tab lists commercial partners only, and the external server field does not exist. No hosting company makes that obstacle go away.

PlayStation is the most closed case and usually demands pointing the console DNS at a third party service, a setup each player has to do. If your audience is almost all PlayStation, test with one person before you announce anything.

Infrastructure

## What changes in day to day operation with a Bedrock client

* Port 19132 over UDP as the default, with 19133 answering on IPv6.
* The world lives in a LevelDB database, so backups go through save hold and save resume.
* The version is tied to the client, which updates itself on phones and consoles.

Use cases

## Who genuinely needs a dedicated Bedrock

* The phone crowd tired of a local world that dies the moment the host closes the game.
* A community spread across Xbox, PlayStation and Switch that needs a fixed address.
* A creator who wants addons and the Scripting API online at all times, outside Realms.

Optimization

## Settings that hold a full server together

* tick-distance runs from 4 to 12 chunks and it is the one that costs CPU, not view-distance.
* The simulation lives on few threads, so clock per core pays more than piling on cores.
* permissions.json and allowlist.json work by XUID, not by the visible gamertag.

 Tech sheet

## Bedrock server spec sheet

Default port

19132 over UDP

Port 19133 answers on IPv6. A Java server firewall, on TCP, is no use here.

Simulation distance

tick-distance from 4 to 12 chunks

The radius that keeps processing mobs, crops and redstone.

Performance line entry

R$ 54.00 per month with 4GB DDR5

Ryzen 9 9950X in São Paulo.

 Comparison

## Bedrock server or Java server with a bridge

Both routes serve the phone crowd, and they charge you in different places.

| Criterion                    | Bedrock server                       | Java with Geyser and Floodgate                              |
| ---------------------------- | ------------------------------------ | ----------------------------------------------------------- |
| Who gets in without friction | Phone, tablet, console and Windows   | The native Java player, with Bedrock coming over the bridge |
| Customisation                | Behavior packs and the Scripting API | The Java ecosystem, partly invisible on Bedrock             |
| Game update day              | You push the new build and carry on  | You wait for version support before crossplay reopens       |
| World mechanics              | Bedrock behaviour for everyone       | Java behaviour, even for whoever came from a phone          |

An audience almost entirely on phones and consoles calls for pure Bedrock. An established Java community calls for the bridge.

 Step by step

## Getting a console player inside the server

1. 01

### Publish address and port separately
The client has two fields and does not resolve SRV. Write both values in the announcement, so nobody has to guess.
2. 02

### Add it from a phone or a PC
Add the server on a copy of the game signed in to the same Microsoft account as the console. The list syncs across to the device.
3. 03

### Use the friends tab as a shortcut
With someone from the group already inside from a phone, the console joins through the friend card.
4. 04

### Treat PlayStation as the exception
Validate with one player before announcing and decide whether you ask for a DNS change or move to Java with a bridge.

## Frequently asked questions

01 Why can a Bedrock player not join a Java server?

The protocols are incompatible. Java listens on TCP and the Bedrock client speaks RakNet over UDP, with the session tied to the Xbox account. Chunk and item formats diverge too. No panel option puts the two together.

02 Do Geyser and Floodgate solve everything about crossplay?

No. Geyser translates the protocol and Floodgate removes the need for a Java account on the Bedrock player side. Beyond that, Forge or Fabric mods do not show up on Bedrock, and with every new version the bridge goes down until support ships.

03 Can I use plugins on a Bedrock server?

Not in the Java sense. Customisation arrives through behavior packs and resource packs, with a manifest.json, their own UUID and activation in the world files. For more complex logic there is the Scripting API.

04 How do I invite people playing on Xbox, PlayStation or Switch?

The console does not expose the field for adding an external server. The clean routes are the friends tab, with someone from the group already inside from a phone, or registering the server on a phone signed in to the same Microsoft account, since the list syncs.

 Keep reading

## Reading that ties up the loose ends

* [Minecraft Java vs Bedrock: which one for a server? The comparison to run before picking an edition.](https://streethosting.com.br/en/guides/minecraft/minecraft-java-vs-bedrock-server)
* [Geyser and crossplay: Java and Bedrock on the same server How to build the bridge and what Floodgate does.](https://streethosting.com.br/en/guides/minecraft/geyser-crossplay-minecraft)
* [How to host a Minecraft Bedrock server in Brazil Getting the server up and tuning server.properties.](https://streethosting.com.br/en/guides/minecraft/minecraft-bedrock-server-hosting-brazil)
* [Minecraft server does not show up for friends: how to fix it A diagnosis for whoever cannot get in.](https://streethosting.com.br/en/guides/minecraft/minecraft-server-not-showing-up-for-friends)

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## Before you hand out the address

* Test joining from a phone on mobile data, not only from your home network.
* Confirm with a console player that they can get in, before the announcement.
* Publish address and port together, because the Bedrock client does not read SRV records.

[See plans for a Bedrock server](https://streethosting.com.br/en/minecraft-pro#plans) [Contact support](https://streethosting.com.br/en/contact)

The question that settles this page is not how much RAM to buy, it is who needs to get in: list the devices in your group and the rest sorts itself out.
