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Pixelmon server hostingCatch, battle, trade - and why plugins work differently here

Strictly speaking, Pixelmon is not a modpack but a single, very large mod: it brings hundreds of creatures with their own models, a complete battle system, arenas, breeding and trading to Minecraft. Exactly this design decides how a Pixelmon server is set up and extended.

Minecraft 1.21.1NeoForgeJava 21Sidemods instead of pluginsUnlimited slots

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 & prices

Sidemods 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

  1. Pick the Pixelmon release you want and note its Minecraft version.
  2. Stop the server in the web interface.
  3. In the guided setup, choose NeoForge in the matching version - current Pixelmon releases no longer run on Forge.
  4. Put the Pixelmon mod into the mods/ folder via SFTP or the web file manager, unless it is available via the installer.
  5. 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.
  6. Start the server, wait for Done and 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.

Frequently asked questions about Pixelmon

No, no Bukkit or Spigot plugins. Pixelmon is a mod and runs on a mod loader. It is extended via sidemods, which are put into the mods folder and must match the Pixelmon release in use.

NeoForge. From release 9.3.0, Pixelmon relies on NeoForge instead of Forge and also requires Java 21; the current releases of the 9 series run on Minecraft 1.21.1. Older releases for Minecraft 1.12.2, on the other hand, still use classic Forge and need Java 8.

For a private group with up to five players, plan M with 4 GB is enough. For public servers with many simultaneously active players, plan L or XL is appropriate. The mod's heavy load is on the client, not on the server.

In the mod's own configuration files in the server directory, not in server.properties. Changes take effect after a restart; a syntax error there prevents the server from starting.

Yes, and in the same release as the server. Without the mod, a connection is not possible, because all content must be registered on both sides.