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What a slot originally was
A slot is a place for one simultaneously connected player. A 10-slot server let ten people in; the eleventh got "server full".
The model made sense: on classic shooter servers, the load depended fairly directly on the number of players. Each additional player meant roughly the same extra effort, so the slot count was a usable measure.
For modern survival and sandbox games, that is no longer true. There, the world, objects and mods determine the load - and they keep running even when nobody is online.
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View plans & pricesWhy slots say little today
Three examples that break the model:
- A Minecraft modpack with 200 mods needs more memory when idle than a full vanilla server with 20 players.
- Ten scattered players load many times the chunks of ten players in one place - same slot count, completely different load.
- A large Rust map with many bases costs computing time even when nobody is playing.
This is why slots are unlimited with us. You pay for the server's resources, not for the number of your friends. What the server can actually handle is decided by RAM and CPU performance - see How much RAM do I need?.
What limits instead
If not the slots - then what? In this order:
- Memory. If it is not enough, the server crashes or stutters permanently.
- CPU performance per core. Almost all game servers compute the world in a single thread. If that core is maxed out, the tick rate drops - and more RAM does not change that.
- The game itself. Some titles have their own upper limits or become unstable beyond a certain number of players, regardless of hardware.
The practical consequence: unlimited slots do not mean an unlimited number of players. They mean that the number of players is not an artificial price barrier - the actual limit is set by the resources.
How many players your server really handles
There is no universal number for this question - and anyone who names one does not know your world and your mods. What there is, is a procedure that is more reliable within a week than any table:
- Start from the memory requirement. The guideline values per game are in How much RAM does a game server need?. They apply to a small to medium group and are the most useful starting point.
- Start small. Play with your own group first, then open up. A server that runs smoothly in week one with five people tells you more than any calculation.
- Watch the behaviour, not the number. Delayed reactions, late hits and stuttering enemies are the signals. In Minecraft, you can read this from the tick rate, see Lag and TPS; in other games, you notice it first in how combat feels.
- Test full operation, not idle. A server running at eight in the evening with everyone at once is the test case - not the afternoon with two people.
What matters is what you change: a modpack, a larger map or an overhaul shift the limit much more than three additional players. If a group suddenly stutters after a mod update even though nobody new has joined, the number of players is not the cause - and a slot model would never have reflected this case.
Set your own upper limit
It often makes sense to draw a line yourself - so that a community world is not overrun, for example. Every game has its own setting for this:
| Game | Setting |
|---|---|
| Minecraft | max-players in server.properties |
| DayZ | maxPlayers in serverDZ.cfg |
| Project Zomboid | MaxPlayers in servertest.ini |
| 7 Days to Die | ServerMaxPlayerCount in serverconfig.xml |
| Terraria | maxplayers in serverconfig.txt |
| Rust | server.maxplayers in server.cfg |
If you want to keep the group small permanently, also use a whitelist - for Minecraft, described in Set up a whitelist.
A self-imposed limit has three practical reasons that have nothing to do with price: it keeps the load predictable, it prevents a publicly listed server from being overrun overnight, and it makes moderation feasible in the first place. So set the value deliberately to what your group should be able to handle - unlimited slots do not mean the door has to stand open.
What slot offers hide in a comparison
When comparing prices between providers, the slot model regularly leads you astray. Three points that matter:
- The entry price applies to the smallest tier. An offer with ten places looks cheap - until the eleventh player joins and an upgrade is due, even though the actual load has hardly changed.
- Slots say nothing about the resources. Two offers with the same slot count can differ in memory by a factor of three. They only become comparable once you put RAM and CPU resources side by side.
- Modpacks fall out completely. Exactly the case that needs the most performance is not captured by the slot price at all - a server with eight places and a large modpack needs more than a vanilla server with thirty.
This is why we bill by resources and not by heads: the price follows what the server actually has to deliver. How this price is made up is explained in How much does a game server cost?; why billing runs via credit instead of a contract is covered in Prepaid or subscription?. And if you do not want to limit the number of players but run several services on one machine instead, you will find the trade-offs in Game server or VPS?.
Frequently asked questions
Game servers with unlimited slots
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