Pixelmon at a glance
| Type | a single large mod, not several hundred individual mods |
|---|---|
| Minecraft version | 1.21.1 in the current releases of the 9 series |
| Mod loader | NeoForge - Forge is no longer used from release 9.3.0 |
| Java | Java 21 - required from release 9.3.0 |
| Older runs | releases for Minecraft 1.12.2 are still in circulation - Forge and Java 8 apply to them |
| Source | server jar via pixelmonmod.com below the NeoForge link, plus CurseForge |
| Extensions | sidemods, no Bukkit plugins |
| Special feature | very large models and textures - the load is heavily on the client |
| Recommended plan | plan M for private groups, plan L to XL for public servers |
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Pixelmon server hosting
Prepaid from €2.99 / month, unlimited slots, no minimum term. The right plan is listed in the RAM table below.
Plans & pricesSidemods instead of plugins - the difference that surprises
Anyone who knows Pixelmon servers from the player's perspective often expects the same building-block system as on a Paper server: download a plugin, put it in the folder, done. Pixelmon does not work that way. It is a Forge or NeoForge mod, and a mod loader server does not accept Bukkit plugins.
Instead, Pixelmon is extended via sidemods - standalone mods written specifically for Pixelmon that bring things such as additional commands, tournaments, shops or administration features. Like any other mod, they go into the mods/ folder, which you reach via SFTP or the web file manager. It is important that the sidemod matches the Pixelmon release in use - compatibility is tighter here than with ordinary plugins.
For administration, this also means: permissions, ranks and economy systems do not run via the familiar plugin names from the Paper world, but via the sidemods or Pixelmon's own configuration. If you are planning a public server, plan for this early, not only after opening.
Spawns and configuration: the real craft
Most of what makes a Pixelmon server is not in server.properties but in the mod's own configuration files. Through them, Pixelmon controls which creatures appear where, when and how often - depending on biome, time of day and surroundings.
These files are in the mod's server directory and can be edited in the online editor or via SFTP. Two points that are regularly overlooked: changes only take effect after a restart, and a syntax error in one of these files prevents the server from starting at all. Before major adjustments, it is therefore worth backing up the configuration - not just the world.
For public servers, the usual topics come on top: who may build, how plots are protected, how you keep griefing out. The basics are covered in Griefing protection and Set up a whitelist.
Separate server and client load cleanly
Pixelmon brings hundreds of animated models and high-resolution textures. That makes it one of the heaviest mods of all - on the client. Players with older computers need noticeably more allocation here than with a vanilla+ pack, and the loading time on the first start is correspondingly long.
On the server, the calculation looks different. There, the creatures count as entities in loaded chunks, plus the battle and spawn logic. As a result, memory requirements stay more moderate than the mod's reputation suggests: a private group runs comfortably on plan M, and for a public server with many simultaneously active players, plan L or XL is appropriate.
If players complain about stutter while server TPS sit at 20, it is almost always the client side. A bigger plan does not change that - more memory in the Minecraft launcher does. How to tell the two apart is described in Lag and TPS.
Which plan for Pixelmon?
The thresholds below apply to this pack - a light Vanilla+ pack and a kitchen-sink pack with a hundred running machines behave completely differently. You can upgrade at any time without losing data and only pay the difference.
| Group | Plan | RAM | Price | Why | Order |
|---|---|---|---|---|---|
| 2-5 players, private | Plan M | 4 GB | €5.99 / month | Enough for a private group - the heavy load is on the client. | Order M |
| 6-20 players | Plan L | 8 GB | €11.99 / month | More active creatures in loaded chunks, plus parallel battles. | Order L |
| Public server | Plan XL | 16 GB | €21.99 / month | Many simultaneously active players spread across the whole map. | Order XL |
| Solo or two players | Plan M | 4 GB | €5.99 / month | Comfortable; plan S is too tight for Pixelmon. | Order M |
The memory is taken proportionally from the plan via -XX:MaxRAMPercentage - you don't need to maintain a fixed -Xmx. The basics are covered in the RAM guide.
Setting up Pixelmon on the server
- Pick the Pixelmon release you want and note its Minecraft version.
- Stop the server in the web interface.
- In the guided setup, choose NeoForge in the matching version - current Pixelmon releases no longer run on Forge.
- Put the Pixelmon mod into the
mods/folder via SFTP or the web file manager, unless it is available via the installer. - Under Startup, set the Docker image to Java 21 - required from Pixelmon 9.3.0. Only for old 1.12.2 releases does Java 8 apply instead.
- Start the server, wait for
Doneand then adjust the spawn configuration - changes only take effect after a restart.
Common pitfalls with Pixelmon
A plugin cannot be installed
Cause: Pixelmon runs on a mod loader. Bukkit and Spigot plugins fundamentally do not work there.
Fix: Look for a matching sidemod that covers the same function and put it into the mods/ folder.
The server no longer starts after a config change
Cause: A syntax error in one of the Pixelmon configuration files aborts the start.
Fix: Check the most recently changed file against the backup or delete it - Pixelmon creates it again on the next start. See Server does not start.
A sidemod aborts the start
Cause: The sidemod does not match the Pixelmon release in use; compatibility is tighter than with plugins.
Fix: Remove the sidemod and look for a release that is explicitly approved for your Pixelmon version.
Players load forever or crash when joining
Cause: The mod's models and textures need a lot of memory on the client.
Fix: Allocate more memory in the launcher and lower the view distance. The server plan plays no role here.