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.
Read a series
Multi-part deep dives. Start from Part 1.
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.
All field notes
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.
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.
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.
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.
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.
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...
"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 "...
"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.
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...
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.
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...
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.
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.
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.
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.
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:
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.
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.
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.
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.
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."
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.
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."
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.
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...
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...
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.
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.
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.
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.
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.
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...
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.
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."
Backups that actually restore
The hardest lesson in operations: a backup you've never restored is not a backup. It's a hope.
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...
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.
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...
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.
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...
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.
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.
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.
World pre-generation, region pruning, and reclaiming disk
Two distinct operations that solve different problems but get conflated:
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,...
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.
JVM flags for Minecraft, demystified
You've seen the line. It looks like a small explosion:
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?
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...
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...
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.
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.
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...
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...
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.
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...
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.
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?
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.
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.
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.
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.
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