
How much RAM does a Minecraft server need?
Compare RAM starting sizes, understand Java's memory limit and check whether an upgrade would help your server.
Guides
Written for whoever ends up running the server: the friend who was asked to set it up, the one who keeps it going on weeknights, and the admin of a community that outgrew its first world. Each guide sticks to one job and says what to type, where to click and what should happen next.
Before the first player joins: how much memory to buy, which server software or mod loader to run, and how to bring a world over from another host. Once one server is not enough, a network puts several of them behind one address. And the Java version a server needs, and how friends get in once it runs mods. Then what a server costs per month, next to the free ways to run one.

Compare RAM starting sizes, understand Java's memory limit and check whether an upgrade would help your server.

How Spigot, Paper and Purpur are related since the hard fork, what each one adds, and which fits a plugin server.

Why the mods pick the loader, how NeoForge split from Forge, and which loader suits which kind of modded server.

Which folders to copy, which settings have to match, and the order that keeps every build and inventory intact.

Put a lobby, survival and creative server behind one address, and know what a proxy joins and what it leaves alone.

Java 8, 16, 17, 21 or 25: match the runtime to your Minecraft version and decode the two numbers in a class file error.

Match the pack version, keep screen-only mods off the server, and read what NeoForge, Forge and Fabric say when a player is refused.

Every server size with its monthly price, what pushes the price up, and what a server on your own PC really costs.

Open to LAN, a server on your own PC, a free host or a rented one: what each costs you and who can join when.
Who gets in and what they may do: Bedrock friends in the same world, the whitelist, and operator levels that fit the job someone has. Then protection against griefing, and the description, icon and resource pack players meet when they join. After that the everyday tools: bans and kicks, homes and warps, a player economy, chat bridged to Discord, players on other game versions, and how chat reporting works. And for the players themselves: how to find a server's address, and how to join on PC, phone or console.

What Java and Bedrock players each type to join, how consoles get in, and which features stay on one side.

Keep strangers out with the whitelist, and give each helper the operator level that fits, from spawn builder to owner.

Account checks, claims, a block log and two game rules: stop griefing early and undo whatever gets through.

Colors, a second line and a 64 by 64 icon: everything players see of your server before they join.

A direct link, a checksum and a prompt: send one resource pack to every player the moment they join.

The console commands and the Players tab for kicks and bans, plus the plugin you need for timed bans and mutes.

Get EssentialsX running on the right build, hand out its permissions, and set up home ranks, warps, timed kits and a first-join spawn.

Balances, sign shops and player chest shops for a survival server, with a plan for where money enters and leaves.

Make a Discord bot, hand DiscordSRV its token and a channel ID, and keep the console channel away from the wrong people.

Read the version message, pick the right Via plugin for players who are ahead or behind, and know what older games lose.

What a chat signature proves, the exact errors players get when one fails, and what switching signed chat off really changes.

Find the address of a server you joined, of a public server, of a server on your own PC and of a LAN world.

Join step by step on Java and Bedrock, what works on Xbox, PlayStation and Switch, and why a server turns you away.
The world itself: the settings file line by line, game rules for survival, seeds and world types, data packs, and starting the Nether or the End over without touching the rest. Also hardcore worlds, the spawn point, several worlds on one server, WorldEdit, anti-xray, resetting a single player, and farms that keep running.

Line by line through server.properties: the settings that matter, their defaults, and the ones that moved to game rules.

Keep inventory, sleeping, phantoms and mob griefing: the rules that decide how forgiving your survival world is.

Pick a seed and a world type that actually take effect, and see why Java and Bedrock seeds only partly match.

Put a datapack in the right folder, see when reload is enough, and start a new world for packs that change terrain.

Delete one dimension folder, keep the overworld, and know what players lose before the Nether or the End comes back new.

Why the hardcore switch needs a fresh world, what happens to the first player who dies, and how to start season two.

The setworldspawn command, the respawn radius, beds and anchors, and why a spawn plugin can quietly overrule all of them.

Create, import and remove extra worlds with the Multiverse 5 commands, and tell when a second server would serve you better.

Mark two corners, reshape the region, move builds as schematic files and cap how much one edit may change.

Turn on the anti-xray that Paper ships switched off, pick an engine mode, and give the Nether a list of its own.

Find a player's UUID, clear their inventory or wipe their files with the server stopped, and leave everybody else untouched.

Mark farm chunks to stay loaded, learn which farms still need a player close by, and check what it adds to every tick.
When something is slow or broken: distances that cost too much, terrain generated ahead of time, and servers that will not start or will not let anyone in. And when the cause is unclear, a profiler that shows where each tick goes. Then the settings and mods that save ticks, crash reports and logs, the overloaded warning, players kicked for flying, a full disk and plugins that will not load. And which port a server uses, and when players have to type it.

How far players see against how far the world stays alive, what each step costs and what farms and AFK spots need.

Do the heaviest work once, before anyone explores: choose a radius, check the disk space and let Chunky run overnight.

Read the exact line under “Failed to connect to the server” and go straight to the fix: address, version, whitelist or account.

The console line behind a failed start, from an unaccepted EULA to a mod built for the wrong loader, and what to do about each.

Tell server lag from connection lag, profile the lag while it happens, and see which plugin or game system eats the tick.

Every lag key in bukkit.yml, spigot.yml and the Paper config, with its default and the farm or redstone build it can upset.

Lithium, FerriteCore, ScalableLux, Moonrise and a few specialists: what each speeds up, which ones collide, and how to check the result.

Where the logs and crash reports live, which lines of a stack trace matter, what a watchdog stop means, and what to strip before posting a log.

Read the two numbers in the overload warning, tell a one-off stall from a server that is always late, and find the cause.

Read the kick and the warnings next to it, then decide between Allow flight, fixing lag or tuning an anti-cheat.

Read the failed save lines, find the heavy folders, delete only what is safe and keep the world from filling the disk again.

Red names in the plugins list, missing dependencies, API versions and jars that were never plugins: find why one did not load.

The default ports for Java and Bedrock, when players have to type one, port forwarding at home and what port errors mean.
FAQ
Mostly, yes. Commands, settings and server files are the same wherever a server runs. Where a step uses our panel, the guide says so and names the command or file behind it, so you can do the same by hand.
Java Edition 26.2, the current release at the time of writing, and the 1.21 releases before it. Where a newer version renamed or moved something, such as the game rules or the folders of the Nether and the End, the guide gives both.
Then something on your server is set up differently, and that is worth a look. Customers can ask our team and send the lines from the console; that is usually enough to see where it goes wrong.
Every plan comes with the panel these guides point to, daily backups where the plan has backup slots, and a file manager in the browser.
See the plans