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How to Make a Modded Minecraft Server
Self-hosting and rented servers · ~11 min read
How to make a modded Minecraft server splits into two genuinely different answers, and picking the wrong one wastes a weekend. You can run it on your own computer for nothing, or you can rent one for a few pounds a month.
Self-hosting is free but your machine has to stay on, your upload speed becomes everyone else's latency, and you will spend an evening with your router. Renting removes all of that. Which is right depends on how many people are playing and how much you enjoy networking.
One thing to get out of the way first: Minecraft Realms does not support mods. If you already pay for Realms expecting to run a modpack on it, that is not going to work, and it is the most common expensive surprise in modded multiplayer.
Decide: self-host or rent
For two or three people on the same continent, self-hosting is perfectly reasonable. The server runs beside your game, you already own the hardware, and there is nothing to pay.
Past that, the economics shift. A modded server needs 4GB to 8GB of RAM entirely to itself, which is memory your own game no longer has. Your upload bandwidth — usually a fraction of your download speed — is what every other player's connection quality depends on. And the world only exists while your PC is on.
Renting solves all three for roughly the price of a coffee per month, and the modpack installs with one click rather than a manual file copy.
| Self-hosted | Rented | |
|---|---|---|
| Cost | Free | ~$5–15/month for modded |
| Uptime | Only while your PC is on | 24/7 |
| Setup effort | Port forwarding, firewall, Java flags | One-click modpack install |
| Performance hit on you | Server shares your CPU and RAM | None |
| Good for | 2–3 friends, occasional play | 4+ players, persistent worlds |
Self-hosting: the actual steps
Download the server files for your loader. NeoForge and Forge both publish a server installer alongside the client one; Fabric offers a server launcher from its download page. Put it in its own empty folder — the server generates a dozen files on first run and you do not want them loose in Downloads.
Run the installer with the server option, which produces a start script and a jar. Run that once. It will stop immediately and write a file called eula.txt.
Open eula.txt, change false to true, and save. This is Mojang's licence acceptance and the server refuses to start without it. Run the start script again and the world generates.
Now stop the server and add your mods to the server's own mods folder — a different folder from your client's. Server and client mod lists must match for anything that adds content.
Typical start script — adjust memory to suit
java -Xmx6G -Xms6G -jar server.jar nogui
# -Xmx = maximum memory the server may use
# -Xms = memory reserved at startup (set both the same)
# nogui = skip the server window, saves a little memoryLetting other people in
Anyone on your own network can connect immediately using your local IP. Getting people in from outside requires port forwarding: log into your router, forward TCP port 25565 to your computer's local IP, and share your public IP with your friends.
This is where self-hosting most often stalls. Router interfaces are inconsistent, some ISPs use carrier-grade NAT which makes port forwarding impossible without paying for a static IP, and getting it wrong exposes more than you intended.
Playit.gg and similar tunnelling services sidestep the whole problem by giving you a public address without touching your router. They add a little latency and are the pragmatic choice if your router is fighting you.
How much RAM a modded server actually needs
Memory is the resource that decides whether a modded server feels good or terrible, and it scales with mod count far more than with player count.
A vanilla server is comfortable on 1GB. A light mod list of thirty or forty mods wants 3GB. A mid-size modpack in the hundred-mod range needs 4GB to 6GB. Large kitchen-sink packs — the three-hundred-mod ones — want 8GB and will use more if you give it to them.
Add roughly 500MB per concurrent player beyond the first four. The symptom of being short is not a crash but a slow degradation: chunks load late, mobs stutter, and the console fills with warnings that the server cannot keep up.
| Setup | RAM | Notes |
|---|---|---|
| Vanilla, few players | 1–2GB | Comfortable |
| 30–50 mods | 3–4GB | Typical light pack |
| 100–150 mods | 4–6GB | Most curated packs |
| 250+ mods | 8GB+ | Kitchen-sink packs |
| Per extra player past 4 | +500MB | Cumulative |
Keeping everyone's mods identical
Every player needs the same mods at the same versions as the server for anything that adds content. Mismatches produce a connection error naming the offending mod, which is at least informative.
The clean way to manage this is a modpack. Publish yours to CurseForge or Modrinth, or export it as a file and share it — each player imports it once and their setup matches by construction.
The manual way is to zip your client mods folder along with a text file listing versions and send it round. It works for four people and stops working around eight.
Client-only mods are the exception and do not need to match. Shaders, minimaps and performance patches live entirely on the player's machine and the server neither knows nor cares.
Renting: what actually matters when choosing
Ignore the marketing and check three things. First, whether the host offers one-click installs for the pack you want — this turns an evening of file copying into thirty seconds. Second, how much RAM the plan includes, using the table above rather than the host's own player-count estimates, which are generous. Third, where the servers physically are, because latency is geography.
Billing is usually monthly with no contract, so a bad choice costs one month rather than a year.
Backups, before you need them
Modded worlds break in ways vanilla worlds do not. Removing a mod that added blocks leaves holes; a mod update can change how its data is stored and corrupt a save.
Rented servers almost always include automated backups — find the setting and confirm it is on rather than assuming. Self-hosted servers back up nothing by default, so copy the world folder on a schedule.
The habit worth building: back up before every mod change, not on a timer. The moments that destroy worlds are almost always the moments you edited the mod list.
Tuning a server that is struggling
A modded server that feels bad usually is not short of raw power — it is spending its time badly. Before upgrading anything, look at what the console is telling you.
The message 'Can't keep up! Is the server overloaded?' means a tick took longer than the 50ms it is allowed. Occasional instances during world generation are normal. Continuous ones mean something is wrong.
The first lever is view distance. It is set in server.properties and it is quadratic — dropping from 12 to 8 chunks removes more than half the work. On a modded server, 8 is usually plenty and the difference is barely noticeable in play.
The second is simulation distance, which controls how far away entities and blocks keep ticking. Lowering it to 6 stops the server simulating farms nobody is standing near.
Only after those two should you look at mods. Profiling tools like Spark identify which mod is consuming the time, and the answer is frequently a single chunk-loading or worldgen mod rather than the pack as a whole.
server.properties — the two settings that matter most
view-distance=8
simulation-distance=6
# Both are quadratic in cost.
# 8 and 6 are comfortable defaults for a modded server.Whitelisting and keeping strangers out
A server with an open port will eventually be found. Automated scanners sweep the default Minecraft port continuously, and an unprotected modded server is an attractive target because griefing it destroys a lot of work.
Whitelisting is the answer and it takes one command. Set white-list to true in server.properties, then add each player with the whitelist add command from the console. Nobody not on the list can connect, regardless of whether they know your address.
Set op status deliberately too. Operators can do essentially anything, and handing it out casually to friends is how servers get accidentally flattened. There is no undo for a creative-mode misunderstanding.
If you self-host, remember the port you forwarded points at your home network. Whitelisting protects the game; it does not make the exposure disappear, which is a reason to prefer a tunnelling service or a rented server if that bothers you.
Every guide in this section
- How to Play Modded Minecraft With Friends
How to play modded Minecraft with friends: LAN, Essential, self-hosted servers and rented ones, what each costs, and why Realms will not work.
- Minecraft Server RAM Allocation: How Much You Actually Need
Minecraft server RAM allocation by mod count and player count, where to set it, why over-allocating hurts, and how to tell whether RAM is really your problem.
Questions people actually ask
- Can I put mods on a Minecraft Realm?
- No. Realms supports Bedrock addons and vanilla Java worlds only, with no way to install Java mods. For modded multiplayer you self-host or rent, and Realms is the wrong product.
- How much RAM do I need for a modded server?
- 3–4GB for a light mod list, 4–6GB for a typical hundred-mod pack, 8GB or more for large kitchen-sink packs. Add around 500MB per concurrent player beyond the first four.
- Is it free to make a modded Minecraft server?
- Yes, if you host it on your own computer. You pay in electricity, uptime and setup time instead. Renting costs roughly $5–15 a month for a modded-capable plan.
- Do all players need the same mods?
- For anything that adds blocks, items or mobs, yes — identical mods at identical versions. Client-side mods such as shaders and minimaps do not need to match and can differ per player.
- Why does my server say EULA not accepted?
- The first run generates eula.txt with the value set to false. Open it, change it to true, save, and start the server again. It is Mojang's licence acknowledgement and there is no way around it.
- What port does Minecraft use?
- TCP 25565 by default for Java Edition. That is the port to forward on your router, and it can be changed in server.properties if it conflicts with something else.
- Can I run a server on the same PC I play on?
- Yes, and it is common for small groups. Give the server a fixed allocation that leaves enough for Windows and your own game — on 16GB, 6GB to the server is a reasonable split.
- My friends cannot connect from outside my network.
- Almost always port forwarding. Confirm TCP 25565 is forwarded to your machine's local IP and that your firewall permits Java. If your ISP uses carrier-grade NAT, port forwarding cannot work and you need a tunnelling service instead.
- Do server mods and client mods go in the same folder?
- No. The server has its own mods folder inside its own directory, entirely separate from your client's. Putting server mods in the client folder is a common and confusing mistake.
- Are plugins the same as mods?
- No. Plugins run on Bukkit, Spigot and Paper servers, are server-side only, and need no client installation. Mods require the matching loader on both sides. The two systems are not interchangeable.
- How do I move my single-player world to the server?
- Stop the server, delete or rename its generated world folder, copy your single-player world folder in and rename it to match the level-name value in server.properties, then start the server. Back up first.
Sources & further reading
Read next
- Minecraft Server RAM Allocation: How Much You Actually Need
Minecraft server RAM allocation by mod count and player count, where to set it, why over-allocating hurts, and how to tell whether RAM is really your problem.
- How to Play Modded Minecraft With Friends
How to play modded Minecraft with friends: LAN, Essential, self-hosted servers and rented ones, what each costs, and why Realms will not work.
- The Best Minecraft Modpacks and How to Pick One
The best Minecraft modpacks sorted by what they actually demand — time, RAM and patience — rather than by hype. Plus how to install one in about five minutes.
- How to Add Mods to Minecraft in About Ten Minutes
How to add mods to Minecraft from a clean install: loader, folder, files, launch. Written for someone who has never done it, with the failure points marked.
Back to the full How to Mod Minecraft guide for the whole install walkthrough from the beginning.

Sukie · Editor
Sukie runs How to Mod Minecraft. She writes and edits every guide on the site, works through each install path herself before publishing, and rewrites anything that turns out to be wrong. The focus here is narrow on purpose: getting mods, loaders and modded servers working without wading through forum threads.
About this site · How guides are checked · Last updated September 4, 2026
NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.