---
title: "Forge and NeoForge hosting in Brazil: heavy modpacks"
description: "Forge and NeoForge server in Brazil for a heavy modpack: how to size RAM by mods and dimensions, why startup drags on and when extra heap makes TPS worse."
url: "https://streethosting.com.br/en/minecraft-forge"
type: "page"
language: "en-US"
---

Forge and NeoForge for large packs

# Forge and NeoForge hosting for heavy modpacks

A tech pack with several dimensions live does not behave like a vanilla server: memory climbs in steps, the boot takes minutes and TPS drops for reasons extra RAM does not fix.

[See RAM steps for modpacks](https://streethosting.com.br/en/minecraft-pro#plans) [Work out your pack RAM](https://streethosting.com.br/en/guides/minecraft/how-much-ram-does-a-minecraft-modpack-need)

* São Paulo, Brazil
* Anti-DDoS up to 400 Tbps
* NVMe

 Quick answer

The RAM a Forge modpack needs does not track the number of mods: what weighs is what each mod registers at boot and how many dimensions stay loaded in play. Measure on the second boot and at peak before picking a step.

## Why modpack RAM does not grow in a straight line

What fills the heap is not the mod jar, it is what the mod registers on startup: blocks, items, fluids, recipes, tags, entities and classes generated at runtime. One tech mod with thousands of recipes weighs more than ten decoration mods put together.

The other source is the world. Every dimension a mod adds carries its own chunks and its own entities for as long as somebody is in there. The memory graph has steps, not a ramp: it rises at boot, settles, and rises again when someone opens a dimension or starts a factory that holds chunks loaded. Sizing by the first day figure is what jams the server in week two.

## The long boot and what happens inside it

Most of the startup is not disk. It is bytecode transformation, when Mixin and coremods rewrite classes across dozens of mods, plus building the registries and reading the recipes, tags and loot tables of the pack. Spawn generation depends on storage and clock, but it only happens on the first start.

Two conclusions follow. Do not judge a host by the first boot, compare the second one. And if the time suddenly grows between restarts, the suspect is a new mod or a datapack that reloads everything, not the hardware.

## Size by mods and by players, in that order

There is a floor and a slope. The floor is the fixed cost of the pack, which sits in memory even with the server empty. The slope is the cost per player, in practice the cost per loaded chunk. On a heavy pack the floor dominates, and ten people ask for more memory than thirty on a plain survival.

Measuring is quick: restart, note the empty heap, run a peak and note it again. That difference divided by the players online gives the slope of your pack. Correcting upward is cheap, 12GB at R$ 162.00 against 16GB at R$ 216.00. What costs is skipping three steps without measuring anything.

## Too much RAM charges you: collector pause against the 50 ms tick

The server closes a tick every 50 milliseconds to hold 20 TPS. A JVM pause longer than that is a lost tick, and a few hundred milliseconds turn into the freeze everyone feels at the same moment. A bigger heap does not remove pauses, it changes their nature: fewer collections, each one with more objects to walk through.

That is why doubling Xmx almost never solves it. A heap far larger than the live data set gives the collector little reason to clean, until it cleans everything at once, and the 24GB server stutters more than it did on 12GB. Xms equal to Xmx, G1 aligned to the tick and a profiler at peak will say whether the bottleneck is heap or a mod.

Infrastructure

## What holds a tech pack up

* High per-core clock, where the Forge tick spends its time, since server logic does not parallelize.
* RAM in short steps, so going from 12GB to 16GB never means migrating the world.
* A full boot log, with the time each loading phase took.

Use cases

## When this line is the right pick

* Tech and magic packs, with automation running and chunks forced to stay loaded.
* A server that opens a new dimension every season and needs room for the jump.
* A pack that runs badly on another host and you cannot tell whether the bottleneck is heap or a mod.

Optimization

## What we investigate when TPS falls

* Telling garbage collector pauses apart from slowness inside the tick, because the cure is the opposite one.
* Reviewing chunkloaders and live entities, which weigh on TPS more than the mod count does.
* Checking view distance and simulation distance, which multiply the work done per chunk.

 Tech sheet

## Spec sheet for the steps used on heavy packs

Performance line, the one most used on a large modpack.

Typical modpack steps

8GB R$ 108.00, 12GB R$ 162.00, 16GB R$ 216.00

Scales up to 64GB. Short intervals, cheap to correct once you have measured.

CPU

500% CPU on 8GB, 700% on 12GB, 900% on 16GB

TPS responds to per-core clock, not to core count.

Disk

60GB NVMe on 8GB, 90GB on 12GB, 120GB on 16GB

The pack, a multi dimension world and the backups share that space.

Paying yearly

10% less

The 8GB plan comes to R$ 97.20 per month on the annual cycle.

 Comparison

## Forge and NeoForge today

Same code trunk, a server that comes up the same way. The difference shows when you pick mods and when you keep the pack alive between seasons.

| Criterion            | Forge                                                | NeoForge                                          |
| -------------------- | ---------------------------------------------------- | ------------------------------------------------- |
| Mod library          | The historical catalogue and packs on older versions | Whatever has already moved to the reorganized API |
| New game versions    | Arrives at a conservative pace                       | Usually gets there first                          |
| Update rhythm        | Quiet between releases, which helps stability        | Frequent, so you have to test first               |
| Mixing the two lines | A NeoForge mod with no guarantee it runs             | Part of the Forge mods break at registration      |

In practice the pack decides: run the exact version the file asks for.

 Checklist

## Before you open the pack to the community

* Measure the heap on the second boot, never the first, which is still generating chunks.
* Confirm the loader version and do not mix mods from the two lines.
* Set Xms equal to Xmx so the heap stops resizing mid game.
* Generate the spawn with the server empty, before you hand out the IP.
* Lower view distance and simulation distance and measure again before buying RAM.
* Test a mod update on a copy of the world, never on the server in use.

## Frequently asked questions

01 How much RAM does a Forge server need?

There is no number per mod. Consumption comes from what the pack registers at boot and from the dimensions loaded in play. Measure the empty heap on the second boot, measure at peak, and choose with room above the higher figure.

02 Why does my Forge server take minutes to start?

The time goes into bytecode transformation, building the registries and reading recipes and tags. Spawn generation, which depends on disk and clock, only happens on the first start. Compare the second one before blaming the machine.

03 Forge or NeoForge: which one to install?

The pack decides. NeoForge reaches recent versions sooner and updates more often; Forge keeps the historical library. Use the exact version the pack file requires.

04 Does more RAM fix modpack lag?

Only when the lag comes from garbage collection. A heap that is too large produces less frequent, longer pauses, and going past 50 milliseconds costs a tick. If a mod works too hard inside the tick, extra memory changes nothing.

 Keep reading

## Guides that go deeper into sizing a pack

* [How much RAM a Minecraft modpack needs The measuring method behind the step.](https://streethosting.com.br/en/guides/minecraft/how-much-ram-does-a-minecraft-modpack-need)
* [How to install a CurseForge modpack on your server From the pack file to a server online.](https://streethosting.com.br/en/guides/minecraft/install-curseforge-modpack-on-minecraft-server)
* [Aikar Flags: tuning the server JVM The G1 and fixed heap parameters mentioned here.](https://streethosting.com.br/en/guides/minecraft/aikar-flags-minecraft)
* [How to read the server crash report Where to look when the pack breaks at boot.](https://streethosting.com.br/en/guides/minecraft/read-minecraft-crash-report)

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## Ready to measure your pack instead of guessing?

* Bring the pack up, run a peak and let the RAM step show itself in the numbers.
* Scale the memory without recreating the world or losing the season.
* Support in Portuguese that opens the crash report with you when the boot breaks.

[See RAM steps for modpacks](https://streethosting.com.br/en/minecraft-pro#plans) [Contact support](https://streethosting.com.br/en/contact)

A heavy modpack does not forgive guesswork: measure your pack, in your world, and pick the RAM step after that.
