Okay. In ServUO, "Config", "Server", this is what it says:
# The displayed name of the shard
Name=UO Refreshed
# The default setting for Address, a value of 'null', will use your local IP address.
# If all of your local IP addresses are private network addresses and AutoDetect is 'true'
# then ServUO will attempt to discover your public IP address for you automatically.
AutoDetect=true
# If you do not plan on allowing clients outside of your LAN to connect, 
# you can set AutoDetect to 'false' and leave Address set to 'null'.
#
# If your public IP address cannot be determined, you must change the value 
# of Address to your public IP address
# manually to allow clients outside of your LAN to connect to your server. 
# Address can be either an IP address or a hostname that will be resolved 
# when ServUO starts.
#
# If you want players outside your LAN to be able to connect to your server 
# and you are behind a router, 
# you must also forward TCP port 2593 to your private IP address. 
# The procedure for doing this varies by manufacturer but generally involves 
# configuration of the router through your web browser.
@Address=
# The Port to bind the Listener to.
# Default: 2593
@Port=2593
THEN, in ServUO, "Scripts", "Misc", "Serverlist" This is what it says,
#region Header
// **********
// ServUO - ServerList.cs
// **********
#endregion
#region References
using System;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.NetworkInformation;
using System.Net.Sockets;
using System.Text.RegularExpressions;
using System.Threading;
#endregion
namespace Server.Misc
{
 public class ServerList
 {
 /* 
  * The default setting for Address, a value of 'null', will use your local IP address. If all of your local IP addresses
  * are private network addresses and AutoDetect is 'true' then ServUO will attempt to discover your public IP address
  * for you automatically.
  *
  * If you do not plan on allowing clients outside of your LAN to connect, you can set AutoDetect to 'false' and leave
  * Address set to 'null'.
  * 
  * If your public IP address cannot be determined, you must change the value of Address to your public IP address
  * manually to allow clients outside of your LAN to connect to your server. Address can be either an IP address or
  * a hostname that will be resolved when ServUO starts.
  * 
  * If you want players outside your LAN to be able to connect to your server and you are behind a router, you must also
  * forward TCP port 2593 to your private IP address. The procedure for doing this varies by manufacturer but generally
  * involves configuration of the router through your web browser.
  *
  * ServerList will direct connecting clients depending on both the address they are connecting from and the address and
  * port they are connecting to. If it is determined that both ends of a connection are private IP addresses, ServerList
  * will direct the client to the local private IP address. If a client is connecting to a local public IP address, they
  * will be directed to whichever address and port they initially connected to. This allows multihomed servers to function
  * properly and fully supports listening on multiple ports. If a client with a public IP address is connecting to a
  * locally private address, the server will direct the client to either the AutoDetected IP address or the manually entered
  * IP address or hostname, whichever is applicable. Loopback clients will be directed to loopback.
  * 
  * If you would like to listen on additional ports (i.e. 22, 23, 80, for clients behind highly restrictive egress
  * firewalls) or specific IP adddresses you can do so by modifying the file SocketOptions.cs found in this directory.
  */
 public static readonly string Address = Config.Get("Server.Address", "null");
 public static readonly bool AutoDetect = Config.Get("Server.AutoDetect", true);
 public static string ServerName = Config.Get("Server.Name", "UO Refreshed");
 private static IPAddress _PublicAddress;
 private static readonly Regex _AddressPattern = new Regex(@"([0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3}\.[0-9]{1,3})");
 public static void Initialize()
 {
 if (Address == null)
 {
 if (AutoDetect)
 {
 AutoDetection();
 }
 }
 else
 {
 Resolve(Address, out _PublicAddress);
 }
 EventSink.ServerList += EventSink_ServerList;
 }
 private static void EventSink_ServerList(ServerListEventArgs e)
 {
 try
 {
 var ns = e.State;
 var s = ns.Socket;
 var ipep = (IPEndPoint)s.LocalEndPoint;
 var localAddress = ipep.Address;
 var localPort = ipep.Port;
 if (IsPrivateNetwork(localAddress))
 {
 ipep = (IPEndPoint)s.RemoteEndPoint;
 if (!IsPrivateNetwork(ipep.Address) && _PublicAddress != null)
 {
 localAddress = _PublicAddress;
 }
 }
 e.AddServer(ServerName, new IPEndPoint(localAddress, localPort));
 }
 catch
 {
 e.Rejected = true;
 }
 }
 public static string[] IPServices =
 {
 "
http://services.servuo.com/ip.php", "
http://api.ipify.org",
 "
http://checkip.dyndns.org/"
 };
 private static void AutoDetection()
 {
 if (!HasPublicIPAddress())
 {
 Utility.PushColor(ConsoleColor.Yellow);
 Console.WriteLine("ServerList: Auto-detecting public IP address...");
 
 _PublicAddress = FindPublicAddress(IPServices);
 if (_PublicAddress != null)
 {
 Console.WriteLine("ServerList: Done: '{0}'", _PublicAddress);
 }
 else
 {
 _PublicAddress = IPAddress.Any;
 Console.WriteLine("ServerList: Failed: reverting to private IP address...");
 }
 Utility.PopColor();
 }
 }
 private static void Resolve(string addr, out IPAddress outValue)
 {
 if (IPAddress.TryParse(addr, out outValue))
 {
 return;
 }
 try
 {
 var iphe = Dns.GetHostEntry(addr);
 if (iphe.AddressList.Length > 0)
 {
 outValue = iphe.AddressList[iphe.AddressList.Length - 1];
 }
 }
 catch
 { }
 }
 private static bool HasPublicIPAddress()
 {
 var adapters = NetworkInterface.GetAllNetworkInterfaces();
 var uips = adapters.Select(a => a.GetIPProperties())
  .SelectMany(p => p.UnicastAddresses.Cast<IPAddressInformation>(), (p, u) => u.Address);
 return
 uips.Any(
 ip => !IPAddress.IsLoopback(ip) && ip.AddressFamily != AddressFamily.InterNetworkV6 && !IsPrivateNetwork(ip));
 }
 private static bool IsPrivateNetwork(IPAddress ip)
 {
 // 10.0.0.0/8
 // 172.16.0.0/12
 // 192.168.0.0/16
 // 169.254.0.0/16
 // 100.64.0.0/10 RFC 6598
 if (ip.AddressFamily == AddressFamily.InterNetworkV6)
 {
 return false;
 }
 if (Utility.IPMatch("192.168.*", ip))
 {
 return true;
 }
 if (Utility.IPMatch("10.*", ip))
 {
 return true;
 }
 if (Utility.IPMatch("172.16-31.*", ip))
 {
 return true;
 }
 if (Utility.IPMatch("169.254.*", ip))
 {
 return true;
 }
 if (Utility.IPMatch("100.64-127.*", ip))
 {
 return true;
 }
 return false;
 }
 public static IPAddress FindPublicAddress(params string[] services)
 {
 if (services == null || services.Length == 0)
 {
 services = IPServices;
 }
 if (services == null || services.Length == 0)
 {
 return null;
 }
 IPAddress ip = null;
 Uri uri;
 string data;
 Match match;
 foreach (var service in services.Where(s => !String.IsNullOrWhiteSpace(s)))
 {
 try
 {
 uri = new Uri(service);
 Console.WriteLine("ServerList: >>> {0}", uri.Host);
 using (var client = new WebClient())
 {
 data = client.DownloadString(uri);
 }
 Console.WriteLine("ServerList: <<< {0}", data);
 match = _AddressPattern.Match(data);
 if (!match.Success || !IPAddress.TryParse(match.Value, out ip))
 {
 ip = null;
 }
 }
 catch (UriFormatException)
 {
 Console.WriteLine("ServerList: Invalid IP service Uri '{0}'", service);
 ip = null;
 }
 catch
 {
 ip = null;
 }
 if (ip != null)
 {
 break;
 }
 }
 return ip;
 }
 }
}
[doublepost=1489715056][/doublepost](Sorry for all the extra stuff at the bottom I accidentally copied that wasn't relevant.) I really cant thank you enough for taking the time to answer me and try to help me with this. I am at a loss. I don't understand why the serverlist isn't showing up in the servuo when I start it up.. I wish I was more knowledgeable in codes.