---
title: "How to make a COBBLEVERSE server"
description: "All 1,025 Pokémon, the gyms and the Elite Four: what sets it apart from Cobblemon, and the real server cost of a complete roster."
url: https://tickserv.com/en/guides/cobbleverse
site: "TickServ (https://tickserv.com)"
lang: en
published: 2026-08-22
games: [minecraft]
---
# How to make a COBBLEVERSE server

COBBLEVERSE is the big pack built on Cobblemon: **6.1 million downloads** on Modrinth, and **all 1,025 Pokémon** across the Kanto, Johto, Hoenn and Sinnoh regions. Where Cobblemon adds creatures to Minecraft, COBBLEVERSE turns it into a full Pokémon RPG — and that difference is paid for in server resources.

## What sets it apart from Cobblemon, concretely

If you're choosing between the two, this is the only paragraph that matters.

**Cobblemon** gives you the Pokémon: catching, battling, training, breeding. You build your run around that, freely. It's the base pack, and it's lighter — see the [Cobblemon guide](https://tickserv.com/en/guides/cobblemon-server).

**COBBLEVERSE** gives you a **progression**:

- **exclusive gyms** with animated leaders, in a defined order;
- **badges** that unlock what's next, then an **Elite Four** at the end of the run;
- **exclusive structures** holding rare loot;
- the **1,025 Pokémon** of the first four regions, not a subset.

On a group server, that structure has a consequence people discover late: **badge progression is a route, not a sandbox.** You will all want to face the same leaders. Decide early whether you play together or each at your own pace — it matters more than any setting.

## Version, loader, and why you mustn't mix them

COBBLEVERSE targets **Minecraft 1.21.1** on the **Fabric** loader.

That's the same generation as the official Cobblemon pack, but **they are not the same mods**: a COBBLEVERSE client won't join a plain Cobblemon server, nor the reverse. A content mod has to be present on both sides at the **same version**, and the error message doesn't always say which one is missing.

The rule: everyone installs **the same pack, at the same version**. Check the number, not the name.

## RAM: its authors state 4 GB minimum, 6 GB or more recommended

And mind what that figure refers to. The pack's page asks for **"at least 4GB of RAM"** in single-player, **"6GB+ recommended"** — and those values are about the **JVM heap** (`-Xmx`), not the machine's memory. The operating system, Docker and Java's off-heap memory live beside the heap.

Here, the heap is the smaller of "RAM − 2 GB" and "75% of RAM":

| Tier you pick | Actual JVM heap | Verdict for COBBLEVERSE           |
| ------------- | --------------- | --------------------------------- |
| 4 GB          | 2 GB            | below the pack's minimum          |
| 8 GB          | 6 GB            | holds for two or three, no margin |
| **16 GB**     | **12 GB**       | **the right choice for a group**  |

**Take the 16 GB tier** if there are more than three of you, or if you plan to explore far. The 8 GB tier yields exactly the pack's "recommended" 6 GB — so with no reserve at all for a server that carries every player's load at once. The creation screen warns you when the tier doesn't cover the pack: it compares heaps, not machine sizes.

## The real cost of 1,025 Pokémon

This is the pack's distinctive server characteristic, and it isn't in memory — it's in **entities**.

A wild Pokémon is a living creature the server simulates twenty times a second: movement, spawning, despawning. Multiply that by spawn density, by the number of players spread across the map, and by a complete rather than partial roster.

The symptom to recognise: the server **drags** rather than falls over — battles respond late, creatures teleport. This isn't RAM. Two levers, in this order:

1. **Lower the simulation distance** (3 to 32, default 10) to 6 or 8. It's the radius in which the world stays alive, and therefore the number of entities tracked. Free, immediate, and effective precisely because this pack has so many.
2. **Move to the dedicated CPU level** if that isn't enough: dedicated vCPUs are the only change that lifts ticks per second.

## The first boot takes twenty minutes

A pack this size downloads, resolves its dependencies, writes its configuration, then generates a world populated with exclusive structures. **Expect 15 to 25 minutes** on first boot, against one or two for a vanilla server.

That's the classic phantom failure: people assume a crash, kill it, restart — and the first boot never finishes. Let it run through once; the later ones are fast.

## Your Pokémon, and where they live

Captured Pokémon, earned badges and gym progression live in the world and player data — not in a separate file. Losing the world means losing the collection **and** the run.

Here, the data directory is archived **before every shutdown**, with a `save-all flush` immediately before so no minute stays in memory, and restored on the next session. An automatic backup runs **every 30 minutes** while you play, of which the **last 5** are kept. Storage is free, server off included.

On a pack where you progress over weeks, that's the line that matters most.

## What not to do

**Switch from Cobblemon to COBBLEVERSE on an existing world**, or the reverse. The two packs don't share the same mods: the world would lose the blocks and creatures the new pack has never heard of. Create a second server — server off = €0, so keeping two worlds in reserve costs nothing.

> [Create your Minecraft server](https://tickserv.com/en/games/minecraft) and pick COBBLEVERSE from the modpack list. Your first session is free.
