Field notes from a host

Real talk about running game servers

Hard-won lessons from inside a hosting company. Pick a series to read end-to-end, or just browse the field notes.

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Multi-part deep dives. Start from Part 1.

Featured#hardware#cpu

CPU vs GPU, a plain-English guide to how chips do math

What CPUs and GPUs actually do when they crunch numbers, why the differences matter, and how to pick the right chip for a workload.

May 22, 202616 min read
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Standalone posts, newest first.

Using your AndroHost database with plugins like LuckPerms

Every paid AndroHost server includes a real MariaDB database for plugins that need one. Here is how to set it up and connect.

May 18, 20264 min
#databases#minecraft

Why your server's IP being public is fine, and when it isn't

A game server has an IP address. Players connect to it. The IP is, by definition, reachable from the internet. Many server owners feel uneasy about their IP being known, often because they don't know what risk it actually represents.

May 11, 20266 min
#networking

What a DDoS actually looks like to a Minecraft server, and what protection means

"DDoS protection" is on every hosting marketing page. Most people who pay for it don't know what it does, how attacks actually work, or what level of protection is enough. This article explains, in honest terms, what to expect.

May 8, 20266 min
#networking#operations

Why "ping to server" can lie, and how to measure properly

The number next to a server in your game's server list (the "ping" or latency display) is convenient. It's also frequently misleading. This article explains what it actually measures, when it's wrong, and how to get a real number.

May 5, 20265 min
#networking#performance

TPS dropped overnight and nothing changed, where to look first

You log in. The server is up. TPS is 12 where it was 20 yesterday. "Nothing changed." Players are starting to complain.

May 5, 20265 min
#troubleshooting#performance

Player can't join but everyone else can, a checklist

The server is up. 5 players are online and playing. But one player keeps getting some error and can't join. This is one of the most-puzzling support scenarios. The cause is on the player's side, the server's whitelist, or some interactio...

May 2, 20266 min
#troubleshooting#minecraft

"Connection refused" on a Minecraft server, the full diagnostic tree

"Connection refused" is the most common error message that means something specific. It tells you: the network reached the host, but the host refused the connection. Different from "no route to host" (couldn't reach the host at all) or "...

Apr 29, 20266 min
#troubleshooting#minecraft

"Server closed" and "Internal Exception" errors explained

These are the most-googled and least-explained Minecraft error messages. They show up at different layers and mean different things. This article unpacks each.

Apr 29, 20266 min
#troubleshooting#minecraft

Eco performance, why your server slows down at month 3 and what to do

Most Eco admins meet the same wall: the server runs smoothly for a month or two, then starts to drag. Specific symptoms: stutter during peak play hours, slow responses to crafting interactions, market price updates that take seconds, ani...

Apr 26, 20265 min
#eco#performance

Modded server crash logs, how to read them

A Forge / NeoForge modded server crashed. There's a crash log. It's 4000 lines of Java stack traces and your eyes glaze over.

Apr 23, 20265 min

Save-game corruption, prevention and recovery

Save corruption is the rare-but-terrible failure mode of game servers. It can wipe weeks or months of progress in seconds. The good news: it's almost entirely preventable with reasonable practices. And when prevention fails, recovery is...

Apr 23, 20265 min
#backups#troubleshooting

Mod version mismatches, how to read the error and fix it

Modded multiplayer is fragile. Every mod must be the same version on the server and on every client. One tiny mismatch and players can't connect. The error messages are sometimes precise, sometimes vague. This article translates.

Apr 20, 20266 min
#modpacks#troubleshooting

Logging and audit trails for shared servers

Multiple admins. Multiple moderators. Multiple players with elevated permissions. At some point, someone will say "I didn't do that" about a thing on the server, and you'll wish you had logs.

Apr 17, 20265 min
#operations

What a good incident response looks like for a community server

Something just broke. The server is down. Or it crashed. Or someone griefed spawn. Players are pinging you in Discord. You need to do something useful in the next 10 minutes.

Apr 9, 20265 min
#operations#troubleshooting

Refunds, downgrades, and how to leave a host without losing your world

Sometimes hosting doesn't work out. The plan's too small. The service is unreliable. Support is frustrating. You want to leave.

Apr 1, 20266 min
#costs

Pausing a server for the off-season without losing it

Sometimes a server goes quiet. Maybe the season ended. Maybe the group is taking a break. Maybe school started. Whatever the reason, you're paying $10 to $20 a month for a server nobody's playing on. Two questions:

Mar 24, 20266 min
#costs#operations

When to upgrade your plan, signals from TPS, RAM, and player count

Most "upgrade your hosting plan!" advice is from hosts. Self-interest aside, sometimes the upgrade is genuinely needed, and sometimes it's not. This article helps you tell the difference using actual metrics.

Mar 16, 20265 min
#costs

Surviving a long-running Vintage Story server, world rot, save bloat, and how to handle them

You launched a VS server eight months ago. It was crisp. Friend group played weekly. Now: the world feels heavier, tick stutters are common, the save is 40 GB and growing, and loading the world after a restart takes minutes.

Mar 8, 20266 min

Long-running worlds, what breaks at year 2 and how to plan for it

Most game servers don't make it to year 2. The ones that do have characteristic failure patterns. Knowing them in advance lets you build for longevity instead of stumbling into it.

Feb 28, 20265 min
#operations

Seasonal resets vs perpetual worlds, which suits your group

A server's world either ends and starts again, or it doesn't. This single architectural choice shapes everything else about the community: how players relate to their builds, how the economy works, what events feel like.

Feb 20, 20266 min
#operations

Keeping a modpack updated without rolling back everyone's progress

A modpack update lands. There's a juicy new feature, or a critical bug fix. You want to update. You also don't want to wake up tomorrow to "I logged in and my entire base is missing blocks."

Feb 12, 20266 min
#modpacks#minecraft

Migrating a world between hosts, a checklist

Server host migrations sound simple. They aren't always. The world file copies fine. The plugins copy fine. Then the server boots and three things you didn't think about are broken.

Feb 1, 20266 min
#operations#minecraft

Migrating a Minecraft world between versions safely

A new Minecraft version drops. Your players want it. Your world is two years deep with established bases, custom datapacks, and a working economy plugin. The upgrade is not "click update and go."

Jan 23, 20265 min

BepInEx and Valheim mods on a dedicated server

Valheim doesn't have a Bethesda-style mod menu. To mod the game, you install BepInEx, a third-party mod loader. On a dedicated server, the install process has a couple of quirks worth knowing about.

Jan 14, 20265 min
#valheim#modpacks

Valheim dedicated server vs in-game hosting, when to switch

Valheim's "host a game in-game" feature is convenient. It's also the source of a lot of group frustration after about three weeks. This article explains when in-game hosting is the right choice, when to migrate to a dedicated server, and...

Jan 5, 20265 min
#valheim#beginner

Hosting Eco for a classroom or club

Eco is one of the few commercial games designed from the start with educational use in mind. Its themes (resource management, environmental policy, cooperative governance, economy) map directly to civics, economics, and environmental sci...

Dec 27, 20255 min
#eco

Eco mods and server config, what's safe, what breaks elections

Eco mods come in three risk tiers. Some are safe and improve quality of life. Some are okay if you understand what they touch. Some can break the playthrough in ways that are hard to recover from.

Dec 18, 20255 min

Running a healthy Eco server, pacing, meteor timing, and player onboarding

Eco is unusual among multiplayer games: it has a real beginning, middle, and end. The world spawns. Civilization develops. The meteor approaches. Either humanity coordinates and survives, or it doesn't.

Dec 9, 20256 min

Vintage Story admin commands you'll actually use

VS has a deep command system. Most of it you'll never touch. A handful you'll use weekly. This article is that handful, with examples and the reasons each one matters.

Nov 30, 20255 min

Configuring Vintage Story chunk loading and world generation for a small group

VS performance tuning often gets ported from Minecraft tutorials, which doesn't quite work. VS has its own knobs, in different places, with different effects.

Nov 21, 20255 min

Vintage Story mods, server-side, client-side, and why the distinction matters

VS mods come in three flavors. Knowing which is which prevents the most common "I added a mod and now no one can connect" scenario.

Nov 12, 20255 min

Vintage Story dedicated server setup, end to end

The official Vintage Story documentation is correct but scattered. Most people set up a server by stitching together three forum posts and a Discord thread. This article is the consolidated walk-through, written for someone who just boug...

Nov 4, 20256 min

Bedrock and Java together, Geyser and Floodgate setup honestly reviewed

Java and Bedrock are different games. Different protocols, different physics, different inventory mechanics, different command behavior. They look the same on the surface, but under the hood, they are independent products.

Oct 25, 20256 min

Game server backups, 3-2-1 for people who aren't sysadmins

The "3-2-1 rule" sounds like enterprise speak. It isn't. It's a one-line summary of "what you actually need so you don't lose your server."

Oct 15, 20255 min
#backups#operations

Backups that actually restore

The hardest lesson in operations: a backup you've never restored is not a backup. It's a hope.

Oct 5, 20256 min

Reducing Minecraft server lag, a diagnostic checklist

Players say "the server is lagging." That sentence contains five different possible problems. This article walks through them in order, from cheapest to investigate to most expensive to fix, so you can find the actual cause instead of gu...

Sep 25, 20256 min

Discord plus game server integration without leaking admin tokens

Most game servers live half in-game and half in Discord. Connecting them with a chat bridge, a status bot, or admin commands is useful and easy to do badly.

Sep 15, 20256 min
#operations

Plugin permissions without LuckPerms pain

LuckPerms is the right permission plugin. It's also the one that breaks people. You install it, you stare at the config, and you have no idea what to do next. This article gets you from "installed" to "working" without the usual three ho...

Aug 22, 20255 min

Anti-grief that doesn't kill the fun

The conservative anti-grief setup turns your server into a museum. Nothing breaks. Nothing also happens. Players bounce.

Aug 9, 20256 min

Whitelist, allowlist, and the alternatives

The single biggest decision a server owner makes is how strict the door is. Fully closed (whitelist) and fully open (anyone can join) are the extremes. Both have problems. The interesting designs live in between, and most server owners d...

Jul 27, 20255 min

CurseForge vs Modrinth in 2026, a practical comparison

For most of Minecraft's modding history, CurseForge was the dominant platform. In the last few years, Modrinth has grown from "the new alternative" into a legitimate competitor. Both are usable. The trade-offs are real.

Jul 14, 20255 min
#modpacks#minecraft

Choosing a modpack for your group's playstyle, a decision matrix

Picking the wrong modpack ruins a playthrough. Three weeks in, half the group has lost interest, the other half is grinding for an ingredient nobody wanted to grind for, and the world is abandoned by week six.

Jul 1, 20255 min
#modpacks#minecraft

Mob farms and TPS, design choices that save your server

A well-designed mob farm is a beautiful piece of engineering. A poorly-designed one is a 12-hour ticking time bomb that drops your server from 20 TPS to 6 TPS one Tuesday night and you can't figure out why.

Jun 18, 20255 min

World pre-generation, region pruning, and reclaiming disk

Two distinct operations that solve different problems but get conflated:

May 29, 20255 min
#performance#minecraft

Pre-generating your world with Chunky

If you've ever watched your TPS plunge when a player walks past a chunk border into unexplored land, you've felt the cost of on-demand world generation. Pre-generating eliminates that cost by doing all the slow work once, ahead of time,...

May 16, 20255 min

View distance vs simulation distance, tuning for player count

The two most commonly misunderstood settings in server.properties. Most defaults are wrong for most servers, and the difference between the two settings is genuine, not cosmetic.

May 3, 20255 min

JVM flags for Minecraft, demystified

You've seen the line. It looks like a small explosion:

Apr 20, 20256 min

Pterodactyl explained for players who just want to admin their own server

You signed up for game hosting. The host emailed you a link to their "panel." You click it and see a thing that looks like a website with a Pterodactyl logo. You're now in Pterodactyl. What is it?

Apr 7, 20255 min
#beginner

Paper vs Purpur vs Fabric vs Forge in 2026

Vanilla Minecraft's server jar runs Minecraft. That's all it does. Almost no serious server runs vanilla, because it's slow, plugin-less, and hard to manage. The actual choice is between four flavors of server software, and the right one...

Mar 25, 20255 min

Moving from Aternos to dedicated hosting without losing your world

You started on Aternos because it was free. The server worked. Friends joined. Then you started feeling the friction: cold-start delays, the queue when their hardware is busy, the cap on player count, the missing features. You're ready t...

Mar 12, 20256 min

Eco server hosting, what makes it different

Eco is not like other survival games to host. The differences are not small, and they shape every decision: which tier to pick, how often to back up, when to reset, even how to handle the play schedule.

Feb 27, 20254 min

Valheim dedicated server, what the official docs don't tell you

The official Valheim dedicated server guide gets you running. It does not warn you about the things that bite long-running servers six months in. This post is the missing footnotes.

Jan 26, 20254 min

Vintage Story server requirements, explained

Most "Vintage Story server hosting" advice copies Minecraft conventions and gets it wrong. VS is not Minecraft. Its bottleneck on a server is different, and sizing the box by Minecraft logic leaves you with a server that has plenty of RA...

Jan 12, 20254 min

What "tick rate" actually means, and when it matters more than ping

You will see two numbers thrown around when people talk about game servers: ping and tick rate (often shown as TPS, ticks per second). Players almost always blame ping. The honest truth is that tick rate is responsible for at least half...

Dec 29, 20245 min

CPU cores vs clock speed for game servers

Two hosting plans, same price. One offers 16 cores at 2.4 GHz, the other offers 4 cores at 5 GHz. For most game servers, the second one is the better buy. The reasons matter, and they aren't obvious.

Dec 15, 20244 min

How much RAM does a Minecraft server actually need per player?

Short answer: not very much, and the number you keep seeing online ("1 GB per player") is wrong in both directions. A vanilla server with 4 players idling in spawn does not need 4 GB. A 6-player modpack with create mod and a dozen automa...

Dec 1, 20244 min

Is 4GB enough for a modded Minecraft server?

Honest answer: sometimes yes, often no, and the size of the modpack matters far more than the player count.

Nov 17, 20244 min

How game server pricing works, RAM tiers, CPU allocation, storage, bandwidth

Looking at hosting plans is confusing. One says "4 GB plan for $10." Another says "8 GB plan for $7." Yet another offers "Mid-tier" for $15. What are you actually buying?

Nov 3, 20247 min
#beginner#costs

What "managed hosting" means for game servers, and what you're paying for

"Managed hosting" appears on marketing pages without definition. Different hosts mean different things by it. Some "managed" services are extensive; some are barely above unmanaged.

Oct 2, 20246 min
#beginner#costs

Self-hosting at home vs paid hosting

You have an old PC, or a homelab, or a Raspberry Pi 5 you haven't used in months. Hosting a Minecraft server on it sounds easy. Often it is. Sometimes it is the worst decision you'll make all year. This post helps you tell the difference.

Sep 23, 20244 min

What a game server actually costs to run, an honest breakdown

If you're paying $10 a month for a game server, you might wonder where the money goes. If you're considering self-hosting "to save money," you might be surprised how the math actually works.

Sep 14, 20246 min
#beginner#costs

What is a game server, really?

The word "server" gets used for everything: the dedicated machine, the program running on it, the place players connect to, the Discord server. They're not all the same thing.

Sep 5, 20246 min
#beginner

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