Forge
The loader classic modded Minecraft is built on — long mod lists and heavyweight packs live here. Pick the version your mods expect, from 1.12.2-era classics to the current release, and the matching server build installs itself.
Modded Minecraft server hosting runs a mod loader in place of Mojang's server jar, so mods and whole modpacks load server-side for everyone who joins. On Pixly you pick a loader, search CurseForge and Modrinth from the panel — or paste a link, or upload a .mrpack — and the server assembles everything itself the next time it boots: the correct server build, the Java it needs, the pack's own configs. You pay from $0.07/hr, and only for the hours the server is online.
~10 hours to try · no card · instant setup
Usually yes, and it is the single most common surprise in modded multiplayer. A mod that adds blocks, items or mobs has to be installed on each player's own game as well as on the server, at the same version, on the same loader — the server can serve that content, but only a player's own copy of Minecraft can draw it.
Modrinth labels every mod by where it runs: server-side only, client-side only, or required on both. Anything adding blocks, items or entities falls in the third group — Modrinth's own example is Cobblemon, which "needs to be on both the client and server to work". Quality-of-life mods that only change server behaviour do not. If you install a modpack, the simple version is that everyone runs the same pack.
If you want a richer server and no homework for anyone else, run the Paper family instead of a mod loader. Plugins run entirely server-side — claims, homes, economies, minigames, moderation — and players join with a completely stock Minecraft. The trade is real: plugins can't add new blocks or mobs, and the two systems don't mix. PaperMC says it won't run Fabric or Forge mods, Fabric says you can't mix mods, and PaperMC calls hybrids that attempt both "fundamentally flawed".
The classic first-week failure is a mismatch error where both sides swear they have the same mods. Two causes cover most of it: one side updated a mod and the other didn't, so the names match and the builds don't; or a client-only mod such as OptiFine or Sodium was uploaded to the server, where it crashes the load instead of helping. Pin the pack to one exact build and the server's half stops moving underneath you.
Add or remove a mod server-side and every player still on the old list is refused, usually with nothing on their screen explaining why. It is a coordination problem, not a hosting one — so treat a pack update like a game night and announce it. On Pixly nothing changes until you save and restart, which means you pick the moment.
There's no file-manager step and nothing uploads from your PC. The dashboard is where you decide what runs; the server itself does the downloading.
Every server has a Mods tab — labelled Plugins on the Paper family. Search CurseForge and Modrinth together, or paste a link or slug from either, and Pixly previews the project against your loader and Minecraft version before anything installs. A mod that won't fit is flagged at that moment, not discovered as a crash later.
Your selection is saved as a list, and on the next boot the server fetches each project straight from its catalog, matched to the pinned version and loader, and places it where that loader expects — the mods folder for mod loaders, plugins on the Paper side. Adding or dropping something later is the same loop: save, restart, done.
A modpack is one entry, not eighty: the pack's full mod list and its configs arrive together. Track its release channel, or pin one exact build so the pack only changes when you decide — and per mod, a release/beta/alpha channel plus an optional flag give individual installs the same control.
One honest limit on the CurseForge side: a project author can switch third-party downloads off, and CurseForge honours that switch over the project's licence. When it's off, no automated installer — including this one — can fetch the file, and the way around it is to upload the jar or the pack yourself, which the Mods tab also accepts.
Choose the server type your mods or plugins need and set any Minecraft version — snapshots, betas, even old alphas — with the right Java build picked automatically.
The loader classic modded Minecraft is built on — long mod lists and heavyweight packs live here. Pick the version your mods expect, from 1.12.2-era classics to the current release, and the matching server build installs itself.
Forge's actively developed successor, where most new Forge-style mods land on Minecraft 1.20.1 and later. If a modern pack lists NeoForge in its requirements, this is the one to pick.
Lightweight and usually first to support each new Minecraft release — snapshot servers welcome. Quilt, the Fabric-compatible fork, is available as its own server type when a mod calls for it.
Paper runs plugins rather than mods: everything installs server-side, so players join with a completely stock client. Prefer a fork? Purpur, Pufferfish, Leaf, and Folia are here too.
Modded Minecraft lives across a decade of game versions, and each era expects a different Java underneath. Pixly treats both as part of the server, not homework for you.
Mods are built against specific Minecraft releases, so the version picker isn't biased toward the newest one. Set the exact release your pack calls for — whether it shipped years ago or this week — and every catalog install resolves against that pin instead of whatever happens to be current.
The Java that Minecraft requires has stepped up several times over the game's history, and a wrong pairing refuses to boot at all. Pixly reads the version you pinned and starts the server on the matching Java build automatically, so the compatibility table stops being your problem.
Auto is the default and the safe pick, but Settings carries a Java selector that can force a specific build — useful for the rare mod that demands one Java and refuses anything newer. Choose it and restart; the server comes back on that runtime.
Modded is where hosting gets oversold, and the honest starting point is that the primary sources disagree with each other by up to twenty times — none of them publishes a benchmark. So here are the numbers that do have a source behind them, and the one that doesn't.
Minecraft's own wiki puts a five-player vanilla server at 2 GB. The All the Mods team tells players to allocate 8 GB, and no more than 12 GB, for a pack of roughly 500 mods — while their trimmed edition of the same pack says it "loads and plays well with only 4gbs". That six-to-ten-times multiplier for a heavyweight pack is the most defensible figure in the category, and plenty of packs publish no figure at all.
The "1 GB per player" line has no primary source anywhere behind it. Minecraft's wiki puts a connected player at roughly 50-100 MB, and PaperMC's tuning guide sets its floor without reference to player count at all. PaperMC also says buying 32 GB "will only waste your money with minimal returns" — memory stops helping well before you run out of budget.
A plan's memory is the whole machine and it is yours alone, from 2 GB on the smallest to 64 GB on the largest. Most of it runs the server, set from the plan automatically with no launch flags to edit; the rest is reserved for the operating system, exactly as PaperMC's own tuning guide tells you to — a pack handed every last megabyte is the one that crashes mid-session.
Start small, watch the dashboard's memory readout, and move the plan up — or back down — when the pack asks for it; the world and its address stay put. Because billing is hourly, a bigger size only costs more for the hours someone is actually playing on it.
The grid below is the live price list for every size and region — modded carries no surcharge, from $0.07/hr like any other world; a heavy pack simply wants a size with enough memory behind it. The pay-per-hour Minecraft server hosting page explains the billing model itself, the cost guide works out what a Minecraft server costs per month at real play patterns.
Lag on a modded server is rarely a memory problem, and the primary sources are unusually clear about what it is instead.
A Minecraft server runs at a fixed 20 ticks per second, one every 50 milliseconds, and ticks can't run in parallel — a tick that overruns delays the next one and the backlog compounds. That is what server-side lag is. Minecraft's own requirements page says the server wants strong single-core performance and typically uses no more than three cores, so clock speed matters more than core count.
View distance is a radius in chunks, so the work grows quadratically: 10 loads up to 441 chunks per player, and 16 loads 1,089 — about two and a half times the work. Dropping from 10 to 7 takes it to 225 with no hardware change at all. Simulation distance should sit lower than view distance, because ticking entities costs more than sending chunk data.
Mob farms, dense entity clusters, hoppers and villagers are recognised lag sources — Paper and Spigot both ship throttles aimed at exactly those. The flip side: beyond simulation distance nothing moves at all, no redstone, no fluid flow, no crop growth, which is why a farm appears to stop while nobody is standing near it.
Mods write into the world itself, and no host can undo that with a toggle. Rather than hide the sharp edges, the dashboard names them and hands you the recovery tool at the moment you need it.
Server type is a Settings dropdown, not a new server, and changing it applies in place — your world stays where it is. Mods built for the old loader stop loading, so pick the loader early and change it deliberately.
Raising the version is an ordinary save; lowering it isn't, because worlds can't be opened by an older Minecraft. A downgrade is made explicit: it requires a reset, asks for confirmation, and snapshots the current world automatically before anything is touched.
The server-side installer adds mods to the world volume but never deletes them when a list is cleared — orphaned jars would keep loading forever. Pixly watches for exactly that and pins a banner offering a one-click reset, so a clean break is one confirmation away and the old world stays in backups.
One more edge worth naming: Bedrock friends can join a modded world, because the Geyser bridge installs as just another mod on Fabric, NeoForge, and Quilt — though not on Forge, which Geyser publishes no build for. What reaches them is whatever runs server-side; Mojang lists mods as Java-only, so custom blocks and items show up as stand-ins on a Bedrock screen. The crossplay Minecraft server hosting page covers what translates cleanly and what stays Java-only.
Pixly’s pay-per-hour Minecraft server hosting only charges you for the hours your players are actually online. For a group that plays evenings and weekends, that makes a dedicated server affordable at a fraction of a flat monthly plan.
Servers run in United States — Portland, Oregon and Ashburn, Virginia; Europe — Frankfurt, Germany.
Create a server, pick the loader, paste the pack. Start with about 10 hours of play to try it, then pay for the time you play.
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