---
title: "How to install a Minecraft modpack on your server"
description: "Modrinth or CurseForge, the loader you don’t have to pick, the real JVM heap per tier, and why the first boot takes twenty minutes."
url: https://tickserv.com/en/guides/install-minecraft-modpack
site: "TickServ (https://tickserv.com)"
lang: en
published: 2026-07-16
updated: 2026-08-22
games: [minecraft]
---
# How to install a Minecraft modpack on your server

A modpack changes everything: new mods, dimensions, mechanics, sometimes five hundred mods at once. Running a modded server isn't hard — provided you understand three things tutorials tend to skip: where the loader comes from, how much memory the server actually gets, and why the first boot takes twenty minutes.

## Modrinth or CurseForge: what actually differs

Both platforms cover most modpacks, but they don't distribute them the same way.

- **[Modrinth](https://modrinth.com/modpacks)** is open: packs download without an API key, and third-party redistribution is allowed. Paste the URL (`modrinth.com/modpack/…`) or even just the pack's **slug** — both are accepted.
- **[CurseForge](https://www.curseforge.com/minecraft/modpacks)** requires a host-side API key to install automatically. Here you must paste the **full URL** (`curseforge.com/minecraft/modpacks/…`): a bare slug would be ambiguous with Modrinth, so it's rejected.

That's why a Modrinth pack always installs while a CurseForge pack depends on the host. If you're self-hosting, the same rule applies: Modrinth you fetch directly, CurseForge needs a key.

## You don't have to pick the loader or the version

This is what wastes the most time installing by hand: Fabric, Forge and NeoForge aren't interchangeable, and a pack only runs on its own, at one specific Minecraft version.

The good news: **the pack carries that information.** The loader and Minecraft version are set by the modpack, not by you. You paste a link, the rest is derived. Same for Java — each Minecraft version demands a minimum (Java 21 since Minecraft 1.20.5, [Minecraft Wiki](https://minecraft.wiki/w/Server/Requirements)) and it's chosen for you.

What you do have to check is the **pack version** your friends install client-side. A content mod has to be present on both sides, at the same version: that's the number-one cause of "connection refused" and "mod mismatch".

## The ready-to-run modpacks

Ten packs are offered directly, with no link to hunt down:

| Pack                  | Loader   | Minecraft | Genre        |
| --------------------- | -------- | --------- | ------------ |
| All the Mods 10       | NeoForge | 1.21.1    | kitchen-sink |
| COBBLEVERSE           | Fabric   | 1.21.1    | Pokémon      |
| Cobblemon Official    | Fabric   | 1.21.1    | Pokémon      |
| Vault Hunters 3rd Ed. | Forge    | 1.18.2    | RPG          |
| Prominence II         | Fabric   | 1.20.1    | RPG          |
| Better MC (BMC2)      | Fabric   | 1.20.1    | adventure    |
| SkyFactory 4          | Forge    | 1.12.2    | skyblock     |
| RLCraft               | Forge    | 1.12.2    | hardcore     |
| Create: Live 5        | Forge    | 1.20.1    | tech         |
| Adrenaline            | Fabric   | 1.20.1    | performance  |

![The modpack picker when creating a Minecraft server: ready-to-run modpacks (All the Mods, RLCraft, Cobblemon…) and a field to paste a Modrinth or CurseForge link](https://tickserv.com/shots/modpack-light.webp '464x353')

## RAM: what the server actually gets

Here's the most useful thing in this guide, and the one no modpack page explains.

When a pack author writes "allocate 8 GB", they mean the **JVM heap** (`-Xmx`) — not the machine's memory. And the two are never equal: the operating system, Docker and Java's own off-heap memory (metaspace, buffers) live **beside** the heap. Give all the RAM to the JVM and the kernel will kill your server mid-game.

So the heap is worked out for you, and it equals **the smaller of "RAM − 2 GB" and "75% of RAM"**:

| Tier you pick | Actual JVM heap | What it covers                        |
| ------------- | --------------- | ------------------------------------- |
| 4 GB          | 2 GB            | vanilla, or a very light pack         |
| 8 GB          | **6 GB**        | Cobblemon, RLCraft, Create: Live 5    |
| 16 GB         | **12 GB**       | All the Mods, COBBLEVERSE, SkyFactory |
| 32 GB         | 24 GB           | big pack plus a large group           |

Always translate in that direction: a pack asking for **8 GB of heap** does not fit the 8 GB tier, which only yields 6 — it needs the **16 GB** tier. That's why the creation screen warns you when the tier you picked doesn't cover the pack: it compares heaps, not machine sizes.

And if exploring stutters while the heap is comfortable, memory is no longer the problem — the CPU is. The **dedicated CPU** level exists for that.

## The first boot takes fifteen to twenty-five minutes

It isn't "crashing". On its first boot a modded server downloads the pack, resolves mod dependencies, writes the configuration, then generates the world — and generating a modded world is far heavier than a vanilla one, because every mod adds its own structures and biomes.

A vanilla server is ready in 1 to 2 minutes. A big pack takes **15 to 25 minutes**. Later boots are quick, the world already being there.

This is the classic phantom failure: people assume it failed, kill it, start over, and never finish that first boot. Let it run to the end.

## What's kept, and what isn't

The data directory is archived **before every shutdown** and restored on the next session, with a `save-all flush` immediately before archiving. An automatic backup runs **every 30 minutes** while you play, of which the **last 5** are kept.

What is deliberately _not_ archived: the server's libraries and binaries, which the image re-downloads each session. Your archive holds only what's yours — world, configuration, mods — and stays small as a result.

## Changing pack, or going back

A modded world is inseparable from its mods: loaded without them, it loses its blocks, permanently. So don't switch packs on an existing world — create a second server. And if you're importing a modded world from elsewhere, paste the same pack at the same version **before** the import: see the [world migration guide](https://tickserv.com/en/guides/move-minecraft-world).

> Ready? [Create your Minecraft server](https://tickserv.com/en/games/minecraft) and paste your modpack. Your first session is free.
