No Server Pack Available? How to Host a Minecraft Modpack Anyway (2026)

    No Server Pack Available? How to Host a Minecraft Modpack Anyway (2026)

    Maksym Savrei

    Maksym Savrei

    Founder, Piggo

    Last updated: November 2, 20269 min read

    You found the modpack you want to play. It works in your launcher. Your friends are ready. Then you open the Files page and there is no server download. That is annoying, but it does not automatically mean the pack cannot run on a dedicated server.

    A server pack is mostly convenience: the author has already prepared the correct server-side files, removed or accounted for client-only content, preserved the pack configs/scripts, and often included startup instructions. When that download is missing, somebody still has to do that work.

    Sometimes that somebody is you. Sometimes the pack format can do most of it automatically. And sometimes it is easier to send the pack to a host that will prepare the server side for you.

    Quick answer - First make sure the server pack really does not exist. On CurseForge, open the exact pack release and check Additional Files. On Modrinth, a separate server ZIP may not be necessary because an .mrpack can mark files for the dedicated server and include server-overrides. If there truly is no ready server build, install the exact loader/server environment, move the server-compatible pack files and configs, remove confirmed client-only problems, then start it and fix the first meaningful error.

    1. First, check whether server files actually exist

    Do this before manually rebuilding anything. Server downloads are easy to miss, especially on CurseForge.

    CurseForge: check Additional Files for the exact release

    CurseForge attaches Minecraft server packs as Additional Files to the matching main modpack release. Open the Files tab, choose the exact version your group will play, and look under Additional Files for names such as Server Pack, Server Files, or Serverpack. CurseForge Additional Files documentation · CurseForge multiplayer/server guide

    CurseForge's 2026 hosted-server flow even shows the exact server ZIP it will deploy. If there is no matching server pack, that one-click flow does not currently support the pack. CurseForge hosted server setup

    Modrinth: no separate server ZIP can be completely normal

    Do not apply CurseForge logic blindly to Modrinth. The .mrpack format can mark individual files as required, optional, or unsupported on the dedicated server. It can also contain a server-overrides/ directory that is applied after the normal overrides specifically so pack authors do not need a separate server archive. Modrinth .mrpack specification

    Modrinth also documents server-side installation through Modrinth Servers, mrpack-install, or the itzg/minecraft-server Docker image. So a Modrinth project with only an .mrpack is not automatically missing server support. Modrinth modpacks documentation

    Also check the pack description, changelog, GitHub and Discord

    Some authors host server files outside the launcher page, delay the server pack after a major release, or document special installation steps instead of publishing a normal ZIP. Check the project description and official support channels before concluding that you need to reconstruct the server yourself.

    No server pack? Check CurseForge Additional Files, the Modrinth .mrpack and the author's resources, then build manually or send it to Piggo
    No server pack? Check CurseForge Additional Files, the Modrinth .mrpack and the author's resources, then build manually or send it to Piggo

    2. What a server pack actually does for you

    A server pack is not magical Minecraft server software. It is a prepared version of the modpack for a physical dedicated server.

    CurseForge tells modpack authors to include the mods, config, and kubejs folders where relevant, plus optional startup scripts and server settings. In other words, a proper server pack preserves more than the mod JARs. CurseForge Server Packs Tutorial

    • The correct server-side mods for that pack release.
    • Configs and default configs that make the pack behave as intended.
    • KubeJS, scripts, datapacks, or other pack-specific logic when used.
    • The matching loader/server environment or instructions for installing it.
    • Client-only content already removed or handled.
    • Often a startup script, JVM settings, server.properties, or README.

    Without the server pack, you are not missing an impossible secret file. You are missing the author's pre-built server-side version of the pack.

    3. Why copying the client mods folder is not always enough

    Sometimes copying mods/ into a matching loader server works. That is why this advice keeps appearing online. The problem is that when it fails, it can fail in several different ways.

    • A client-only mod tries to load rendering, UI, keybind, or other physical-client code on the dedicated server.
    • A dependency required by a server-side mod was accidentally removed.
    • The loader version does not match what the pack actually uses.
    • The mods are present but config/, defaultconfigs/, kubejs/, scripts, datapacks, or other pack files are missing.
    • The server starts, but recipes/progression/worldgen differ from the pack the players are running.

    NeoForge's own server documentation is unusually direct about this: when a modpack has no server pack, install a separate instance of the normal pack, move its contents into the server game folder, and remove client-side mods where necessary. It also notes that deciding what is client-only is not always obvious and may require documentation or testing. NeoForge modpack server guidance

    4. Write down the exact environment before building anything

    Before changing files, record the environment the working client pack already uses:

    CheckWhat to record
    Pack versionThe exact modpack release your friends will install.
    Minecraft versionFor example 1.20.1 or 1.21.1.
    LoaderForge, NeoForge, Fabric, Quilt, or another loader.
    Loader versionUse the build the pack actually runs, not automatically the newest one.
    Java versionMatch the Minecraft/loader generation.
    Pack foldersMods plus configs/scripts/data the pack actually depends on.
    Do not turn the conversion into an accidental pack update - If the client pack works on NeoForge 21.1.x, do not install a completely different loader build just because it is newer. First reproduce the working pack environment on the server. Update later, separately, with backups.

    5. Install a clean dedicated server with the same loader

    Create a new empty server folder and install the dedicated-server version of the pack's loader. Starting from a clean loader gives you a known-good baseline before you add hundreds of modpack files.

    For NeoForge, the current official process is to run the matching installer with --installServer, start the generated run script, accept the EULA, and start again. Other loaders have their own official server installers or launchers. NeoForge dedicated server installation

    Start the clean loader once before adding the pack if practical. If the loader itself cannot boot, there is no point debugging the mod list yet.

    6. Move the server-compatible mods

    Now bring the pack into the clean server environment.

    For Fabric, mod metadata can explicitly mark a mod as client, server, or * for both environments. Fabric Loader will not load a mod marked client-only on a dedicated server. Fabric environment metadata

    Forge also supports a clientSideOnly flag in its mod metadata so an explicitly client-only mod can be skipped on a dedicated server. Forge mod metadata

    The trouble is that not every mod or older pack describes its sides perfectly. If the server crashes with client/rendering classes, verify that mod instead of deleting ten unrelated libraries around it.

    Singleplayer working does not prove dedicated-server compatibility - Singleplayer runs inside the physical Minecraft client, where client-only classes exist. A dedicated server does not have the same rendering/UI environment. NeoForge specifically warns that touching client-only packages from dedicated-server code can crash the server.

    7. Bring the rest of the pack - not just mods

    The next step is where many homemade server conversions quietly become a different modpack.

    Depending on the pack, also bring across the relevant folders such as:

    • config/ - normal mod configuration.
    • defaultconfigs/ - default world/server configs used by many Forge/NeoForge packs.
    • kubejs/ - recipes, tags, loot, events, custom items or pack logic.
    • scripts/ - CraftTweaker or other scripting systems.
    • datapacks / world data - data-driven recipes, tags, structures, worldgen, functions, progression.
    • other pack-specific directories explicitly used by the project.

    CurseForge's own server-pack tutorial names mods, config, and kubejs as the basic folders authors commonly need to package. That is a good reminder that "the mod list matches" is not the same as "the pack matches." CurseForge Server Packs Tutorial

    8. Start it and fix the first real error

    At this point, start the server. If it fails, the first useful error is usually more valuable than the last 100 lines of the stack trace.

    • Client-side class / invalid dedicated-server side: investigate the named mod as a client-only or badly sided dependency.
    • Mod X requires Y: restore the missing dependency or correct its version.
    • Requires a different Forge/NeoForge/Fabric version: match the pack's loader environment.
    • UnsupportedClassVersionError / Java startup failure: check the Java version before touching mods or RAM.
    • Duplicate mod / incompatible version: make sure you did not combine two pack releases or manually add a second copy.
    • Server boots but recipes or progression are wrong: compare configs, KubeJS, scripts, datapacks, and other overrides.

    Do not treat every startup crash as a memory problem. More RAM does not fix a missing dependency, wrong loader, or client-only class.

    9. A real Piggo example: a new pack version with no server files yet

    We have had this exact problem during a Piggo trial. A customer wanted to play a newly released Prominence II version before the official server pack was available. The client pack existed; the ready-made server download did not.

    Instead of telling the customer to wait for the pack author, we prepared the server side manually, worked through the startup problems, checked that the pack's quest/progression side was behaving, and reached out to the pack developers when needed.

    That is the useful way to think about "no server pack": it is often an installation and compatibility problem, not a hard technical prohibition on multiplayer.

    But sometimes the answer really is no - A pack can contain mods that are intentionally client-only, broken on dedicated servers, or fundamentally incompatible in the selected combination. If the pack relies on something that simply has no dedicated-server support, there may be no clean conversion until that mod/pack is changed or updated.

    10. How much RAM does a manually converted modpack need?

    The absence of a server pack tells you almost nothing about RAM requirements.

    A 100-mod client pack can be heavier than a 300-mod pack depending on worldgen, entities, automation and what the players actually do. Size the server around the pack and group, not around whether the author uploaded a separate ZIP.

    For large packs, use Minecraft Server Hosting for 300+ Mods: What Do You Actually Need?. If the converted pack boots but then lags, use Why Is My Modded Minecraft Server Lagging? RAM vs CPU vs Chunk Generation before assuming more memory will fix it.

    11. If this is your own custom pack, use the more specific workflow

    This article is for a published pack you found that has no ready server download. If you built the pack yourself, the workflow is slightly different because you control the source profile and can export it directly.

    12. Do not want to build the server version yourself?

    This is exactly the sort of server-side work Piggo is built around.

    Send us the modpack link, launcher export, .mrpack, CurseForge profile, or files. We check the loader, server compatibility, dependencies, configs and first boot, then give you the working server to play on. Piggo custom modpack hosting

    You do not need to know which client-only mod is crashing the loader before contacting us. You also do not need to guess the RAM plan first; send the pack and expected player count and we can size it from there.

    No server pack? Send us the pack. - You send the modpack, we prepare the dedicated-server side, you invite your friends. If the pack has a real dedicated-server incompatibility, we will tell you what is blocking it instead of selling you more RAM.

    The short version

    No server pack does not automatically mean no multiplayer. It usually means the pack author has not done the server-side preparation for you yet.

    Check CurseForge Additional Files, Modrinth .mrpack/server metadata, and the author's official docs first. If nothing exists, reproduce the exact Minecraft + loader environment on a dedicated server, move the relevant mods/configs/scripts, remove confirmed client-only problems, and debug the first real startup error.

    Or send the pack to somebody who does that work regularly and spend the evening playing instead.

    Frequently asked questions

    NO SERVER PACK?

    Send us the pack. We will build the server version.

    Give us the modpack link or files. We will match the loader, deal with client-only problems and dependencies, bring the pack configs across, and get the first boot running.

    1. You send the pack
    2. We prepare the server
    3. You invite your friends

    Want to do it yourself? Keep reading - the full guide is here.

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    You send the modpack, we prepare the dedicated-server side, you invite your friends. If something is genuinely incompatible, we'll tell you what's blocking it.

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