Aight. I've set up a server, had some issues at first, but it seems to be running now. This is showing in the console, and i think its just a regular saving process. 19:19:28 save took 0 msec 19:19:28 Fetching [Storage] data file [152] items. 19:19:29 Fetching [Storage] data file [152] items. 19:19:29 Fetching [Storage] data file [153] items. 19:19:29 Saved [Storage] data file [608] items. 19:19:29 save took 0 msec 19:19:29 Saved [Storage] data file [173] items. 19:19:29 save took 0 msec 19:19:31 Saved [DynamicEvent Types] file [mpmissions\dayzOffline.chernarusplus\storage_0\data\events.bin] [27] event types. The server isnt showing up in the browser though. What could be possible reasons for that? The port is open, im sure about that. Ive opened the default port as both TCP and UDP. My Config looks like that: hostname = "Extremely sick server name"; // Server name password = "supersecure"; // Password for connection to the server passwordAdmin = "extremelysecure"; // Password to become server admin maxPlayers = 40; // Maximum amount of players verifySignatures = 2; // Verifies .pbos against .bisign files. (use only 2) forceSameBuild = 1; // Server will allow connection only to clients with same exe revision as server when active (value 0-1) disableVoN = 0; // Enable/disable voice over network (value 0-1) vonCodecQuality = 7; // Voice over network codec quality (values 0-30) disable3rdPerson=0; //turn on/off 3rd person view for players on the particular server instance (value 0-1) disableCrosshair=0; //turn on/off cross-hair on the particular server instance (value 0-1) serverTime="SystemTime"; // Server Start Time // Initial ingame time of server. "SystemTime" means local time of machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, f.e. "2015/4/8/17/23" . serverTimeAcceleration=0; // Accelerated Time (value 0-24) // This is a time multiplier for in-game time. In this case time would move 24 times faster than normal, an entire day would pass in one hour. serverTimePersistent=0; // Persistent Time (value 0-1) // Actual server time is saved to storage, so when active, next server start will use saved time value. guaranteedUpdates=1; // Communication protocol used with game server (use only number 1) loginQueueConcurrentPlayers=5; // Number of players concurrently processed during login process. Should prevent massive performance drop during connection when a lot of people are connecting in the same time. loginQueueMaxPlayers=500; // Maximum number of players that can wait in login queue instanceId = 0; // DayZ server instance id to identify number of instances per box and their storage folders with persistence files lootHistory = 1; // how many persistence history files should been kept by instance, number is looped over during save storeHouseStateDisabled = false; // Disable houses/doors persistence (value true/false), usable in case of problems with persistence storageAutoFix = 1; // Checks if persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1) class Missions { class DayZ { template="dayzOffline.chernarusplus"; //used mission //first part is mission name, second part is used map }; };   No idea what im doing wrong here. Would be nice if someone could help. ~Tree