
Quick answer: plan for 12GB of server RAM for 1 to 5 players, 16GB for 5 to 15 players and 32GB for 15 or more. The official ATM10 server files set an 8GB Java heap (-Xmx8G), and Java needs memory on top of the heap, which is why we start at 12GB. On top of that you need Java 21, NVMe storage, and a CPU with a high single thread clock. Large bases, exploration, and automation push ATM10 well past what a vanilla or Paper server asks for.
These are server requirements. If you want to know what your own computer needs to play the pack, see our ATM10 PC requirements guide. If you would rather have the server hosted than size it yourself, our All The Mods 10 server hosting plans start at the 12GB this guide recommends.
Related ATM10 guides: Minecraft ATM10 JVM arguments, ATM10 lag fix, ATM10 server files download and install, ATM10 server setup guide, and Etheron for ATM10 hosting.
How Much RAM Does ATM10 Need?
We size ATM10 servers at 12GB for 1 to 5 players, 16GB for 5 to 15 players and 32GB for 15 players or more. Those are plan RAM figures, the total memory of the server, not the Java heap. If you are opening the door to the public, plan for 32GB from day one.
ATM10 RAM by player count
| Players | Plan RAM | Space-Node plan |
|---|---|---|
| 1-5 players | 12 GB | MC Special 1 |
| 5-15 players | 16 GB | MC Special 3 |
| 15+ players or public | 32 GB | MC Special 4 |
What the official files and guides say
There is no official ATM10 server RAM figure. Three things come close:
- The official ATM server guide asks for at least 6GB of allocated RAM, for ATM packs in general.
- The ATM10 server files ship
user_jvm_args.txtwith-Xms4G -Xmx8G, so a server started through that file uses at most an 8GB heap. - ATM10's bundled Memory Settings config warns when a server gets less than 4096MB. That is a warning threshold, not a recommendation.
We start at 12GB because the pack's own heap is already 8GB and Java needs memory on top of it. On a bigger plan, raise -Xmx in user_jvm_args.txt to fit it, or the extra RAM sits unused. Leave a couple of GB free for Java itself.
Heap RAM is not machine RAM
Plan RAM and the Java heap are different numbers, and mixing them up is the most common sizing mistake. The heap is the value you put in -Xms and -Xmx. Plan RAM is what the server has in total, and the table above is plan RAM.
The machine always needs more than the heap. Leave headroom for the operating system, the control panel, backups running while the server is up, the file cache, and crash dumps. A 16GB box running a 16GB heap will get its Java process killed the first time a backup and a chunk save land at the same time. Budget 2 to 4GB of headroom at small sizes and more once you are past a 16GB heap.
RAM scales with loaded chunks, not player count
Player count is a proxy, not the real driver. What actually consumes memory is how many chunks are loaded and what is inside them. Five players who all build in the same valley are cheap. Five players who each run off in a different direction load 500 or more chunks between them and cost far more than the table suggests.
Rough chunk load ranges to sanity check your own numbers:
- Under 200 loaded chunks for 1 to 3 players
- 300 to 500 for 4 to 8 players
- 500 to 800 for 8 to 15 players
- 1200 or more for large servers above 25 players
If your player count is low but your chunk count is high, size for the chunk count.
Can I run ATM10 on 8GB RAM?
It will start, but it is tight. The official server files already set an 8GB Java heap, so an 8GB plan leaves Java no room on top of it once people start building. For a server other people rely on, start at 12GB.
ATM10 Quick Requirements Chart
RAM is only one of four numbers that matter. This is the full picture, including the CPU, storage, and the plan and monthly price that go with each tier.
| Player Count | Plan RAM | CPU | Storage | Space-Node plan, monthly* |
|---|---|---|---|---|
| 1-5 players | 12GB | 4 cores, 3.5GHz+ | 50GB NVMe | MC Special 1, €10.80 |
| 5-15 players | 16GB | 4-6 cores, 3.8GHz+ | 80GB NVMe | MC Special 3, €14.40 |
| 15+ players | 32GB | 6-8 cores, 4.0GHz+ | 120GB NVMe | MC Special 4, €29.99 |
*Standard prices for the Netherlands, Germany and Poland. Premium is €21.99, €27.99 and €56.99. The CPU and storage columns are our own advice, not official ATM figures.
Why ATM10 Uses So Much RAM
All The Mods 10 is one of the heaviest modpacks available. Several things stack on top of each other.
Massive mod count
ATM10 includes around 500 mods, including resource intensive ones like:
- Create: complex mechanical systems and animations
- Applied Energistics 2: ME systems tracking thousands of items
- Mekanism: large multiblock machines and ore processing
- Industrial Foregoing: automation that caches lots of data
- Sophisticated Backpacks and Storage: inventory management overhead
Each mod adds to the baseline RAM requirement before a single player logs in.
Long lived data that never gets freed
A lot of ATM10's memory use is not garbage the collector can reclaim. ATM10's ore generation tables, its recipe data, and Mekanism processing networks all hold long lived data structures that stay in memory permanently. That is the resident cost of the pack.
World generation
ATM10 modifies vanilla world generation significantly:
- Additional biomes from multiple mods
- More ore types and structures
- Extra dimensions added by mods
- Heavier chunk data
Chunk generation in ATM10 costs a lot more than in vanilla Minecraft.
Entity and tile entity load
Modded Minecraft adds complex tile entities such as machines, cables, and pipes, extra mob types, particle effects and animations, and many more block states to track. A mature ATM10 base can have thousands of tile entities in loaded chunks.
The usual RAM heavy suspects
When memory climbs on a running server, it is nearly always one of these:
- New chunk generation
- Loaded farms and machines
- Storage networks
- Modded mobs
- Claims and chunk loading
- Large bases
- Extra dimensions
Minimum vs Recommended vs Optimal
| Level | Plan RAM | Experience |
|---|---|---|
| Too tight | 8GB | The pack's own heap is already 8GB, so Java has no room on top |
| Starting point | 12GB | 1 to 5 players on a fresh world |
| Recommended | 16GB | 5 to 15 players, bigger bases and more automation |
| Large or public | 32GB | 15+ players, many dimensions and force-loaded chunks |
Do not cheap out on RAM. ATM10 on an 8GB plan will technically start, but you risk:
- TPS drops during exploration
- Crashes when players build complex bases
- Laggy chunk loading
- Server freezes during world saves
Do Not Over Allocate RAM
More RAM is not automatically faster, and this is where a lot of servers hurt themselves. A common myth in the hosting community is that severe lag can be cured by throwing a huge heap at it. Large heaps can actively degrade performance. When a traditional garbage collector has to scan a massive heap to clear unreferenced data, it pauses the entire server thread. That is where the long freeze spikes and the "Can't keep up!" warnings come from.
Sensible heap starting points:
- The official server files start at
-Xms4G -Xmx8G - On a bigger plan, raise
-Xmxto fit it and leave a couple of GB free for Java itself - Push the heap further only after monitoring proves you need it (spark ships with the pack)
Java 21 Generational ZGC flags
The official server files ship G1 (Aikar-style) flags in user_jvm_args.txt, and that is a fine baseline. The ATM guides also offer ZGC, with -Xms8G -Xmx12G, for fast CPUs with 4 or more cores. Java 21's Generational Z Garbage Collector does most of its work alongside the game thread, so collection pauses stay short.
To try it, replace the G1 lines in user_jvm_args.txt with:
# Java 21 Generational ZGC flags for ATM10 (user_jvm_args.txt)
# Set -Xmx to fit your plan
-Xms8G
-Xmx12G
-XX:+UseZGC
-XX:+ZGenerational
-XX:+AlwaysPreTouch
-XX:+DisableExplicitGC
-XX:+PerfDisableSharedMem
Key points:
- Fit
-Xmxto your plan. On a 12GB plan, a 12GB heap leaves Java nothing on top, so go lower there. - Do not give the heap all your plan RAM. Leave 2 to 4GB for Java itself and the operating system.
- You must be on Java 21 for Generational ZGC (
-XX:+ZGenerational) to work.
Signs You Need More RAM
Upgrade RAM if you see any of these:
OutOfMemoryErrorcrashes- Heap sitting at 95% or higher constantly
- Long freezes during exploration
- The server process being killed by the host for memory use
- Backups failing because the machine has no headroom left
The inverse matters just as much. If TPS is low but the heap is not full, more RAM will do nothing. Upgrade the CPU or fix your chunk and entity load instead.
Diagnosing the Real Bottleneck
Not every performance problem is a RAM problem. Match the symptom before you buy anything.
| Symptom | Likely cause |
|---|---|
| TPS drops to 15 with few players | CPU bound, single-thread clock is too slow |
| Hard freeze every 15 minutes | Full garbage collection, Xmx is set too low |
| Slow chunk loading despite enough RAM | Disk IOPS bottleneck, switch to NVMe |
| Random "Connection Lost: Internal Exception" | Network buffers too small, reduce view-distance |
| Out of memory after 2 hours of play | Leaking entities, run /neoforge entity list to check |
CPU Requirements
CPU is often underrated for modded Minecraft.
Single thread performance
Minecraft's game loop is largely single threaded. That means:
- A 3.0GHz 8 core CPU performs worse than a 4.5GHz 4 core CPU
- Clock speed matters more than core count
- Look for CPUs with high base and boost clocks
Recommended CPU specs
| Player Count | Minimum Clock | Recommended Clock | Cores |
|---|---|---|---|
| 1-10 | 3.5GHz | 4.0GHz+ | 4 |
| 11-20 | 3.8GHz | 4.2GHz+ | 4-6 |
| 20+ | 4.0GHz | 4.5GHz+ | 6-8 |
CPU intensive activities
These tank your TPS if the CPU is weak:
- Chunk generation during exploration
- Large Create contraptions
- AE2 crafting operations
- Mekanism multiblock operations
- Entity farms and mob grinders
- Redstone systems
Storage Requirements
NVMe vs SSD vs HDD
| Storage Type | Chunk Load Time | World Save Time | Recommendation |
|---|---|---|---|
| NVMe | Fast | Fast | Required for ATM10 |
| SSD | Acceptable | Acceptable | Minimum acceptable |
| HDD | Slow | Slow | Not recommended |
ATM10 worlds are large and contain complex data. NVMe makes a noticeable difference.
Storage space needs
The ATM10 8.2 server files are a 1.1GB zip. The NeoForge libraries, logs and the world come on top, and the world is the part that keeps growing as players explore or you pre-generate. Every backup you keep takes extra space as well.
Our ATM10 plans come with 70GB (MC Special 1), 85GB (MC Special 3) and 120GB (MC Special 4) of NVMe storage on Standard, and 100GB, 130GB and 165GB on Premium.
ATM10 Server Installation
Step 1: Download server files
Get the official server files from CurseForge. On the All The Mods 10 files tab, pick the version (8.2 is the latest as of 24 September 2026) and download ServerFiles-8.2.zip from Additional Files. It is about 1.1GB and contains startserver.sh, startserver.bat, user_jvm_args.txt, the NeoForge installer and the mods, config, defaultconfigs and kubejs folders.
# Create server directory and extract the server files
mkdir atm10-server && cd atm10-server
unzip ../ServerFiles-8.2.zip
Step 2: Install Java 21
ATM10 requires Java 21. The official start script stops if Java is missing or older than 21:
# Ubuntu/Debian
sudo apt install openjdk-21-jdk -y
# Verify
java -version
On a hosted panel you pick the Java version in the startup settings instead.
Step 3: Set the RAM in user_jvm_args.txt
There is no server.jar to point at. The start script installs NeoForge and launches it like this (21.1.251 is the NeoForge version in ATM10 8.2):
java @user_jvm_args.txt @libraries/net/neoforged/neoforge/21.1.251/unix_args.txt nogui
All the memory and garbage collector flags come from user_jvm_args.txt, which ships with -Xms4G -Xmx8G and G1 flags. Raise -Xmx to fit your machine, or swap in the ZGC flags from above.
Step 4: First launch and the EULA
chmod +x startserver.sh
./startserver.sh
The first run installs NeoForge (do not interrupt the installer), writes a default server.properties and then stops because the EULA is not accepted yet. The script restarts the server 10 seconds after any exit, so press Ctrl + C, accept the EULA and start again:
echo "eula=true" > eula.txt
./startserver.sh
Set the environment variable ATM10_RESTART=false if you do not want the automatic restart, or ATM10_INSTALL_ONLY=true to install NeoForge without starting the server.
ATM10 Performance Optimization
Server.properties settings
The start script writes these pack defaults when there is no server.properties yet. Start from them and change one value at a time:
allow-flight=true
view-distance=8
simulation-distance=5
max-tick-time=180000
Item Clear is on by default
ATM10 ships Crash Utilities with Item Clear turned on. Every 5 minutes it checks, and when there are more than 1000 dropped items on the ground it clears them, with chat warnings 20 and 5 seconds before. If your players run big farms, change it in config/crashutilities-server.toml.
Pre-generate chunks
Pre-generating helps memory on ATM10, because the server is no longer generating fresh terrain on the fly while also ticking around 500 mods. The pack ships no pregeneration mod and the ATM team gives no pregen advice, so this is our own tip. NeoForge has a pregeneration command built in, so you do not need Chunky:
/neoforge generate start 0 64 0 313
The last number is the radius in chunks, not blocks (1 to 2500). 313 chunks is about 5,000 blocks, so this generates a square roughly 10,000 blocks across around 0, 0. The command needs permission level 4, so run it from the console or as a level 4 op. Use /neoforge generate status to check progress and /neoforge generate stop to stop it. It only generates the dimension it runs in. For the Nether from the console:
/execute in minecraft:the_nether run neoforge generate start 0 64 0 100
Mods worth configuring
Create:
- Limit contraption size
- Reduce rotation speed for large setups
Applied Energistics 2:
- Use channels properly
- Limit auto-crafting jobs
- Use storage buses sparingly
Mekanism:
- Avoid excessive QIO drives
- Limit laser amplifier chains
ATM10 vs Other Modpacks
| Modpack | RAM Needed | CPU Intensity | Difficulty |
|---|---|---|---|
| ATM10 | 12-32GB | Very High | Kitchen Sink |
| ATM9 | 8-14GB | High | Kitchen Sink |
| Create: Astral | 6-10GB | Medium | Tech |
| Better MC Plus | 6-10GB | Medium | Adventure |
| Vault Hunters | 8-14GB | High | RPG |
| Prominence II | 8GB for 3 to 4 players, plus 1GB per extra player | Medium | RPG |
ATM10 is among the most demanding modpacks available.
Common ATM10 Server Issues
Server will not start
Check that:
- Java version is 21 or newer
- Enough RAM is allocated
- NeoForge finished installing (there is a libraries folder) and eula.txt says
eula=true - Port 25565 is available
# Check Java version
java -version
# Check if port is in use
netstat -tlnp | grep 25565
TPS drops
Check TPS per dimension with /neoforge tps, then profile with spark, which ships with ATM10:
/spark profiler start
# Wait 30-60 seconds
/spark profiler stop
Look for the mods or activities using the most tick time.
Out of memory crashes
Signs:
java.lang.OutOfMemoryError- Server freezes and then dies
Fixes:
- Allocate more RAM, using the tables above rather than guessing
- Check that
-Xmxin user_jvm_args.txt is not still on the pack default of 8G on a bigger plan - Check for memory leaks from certain mods or farms
- Restart the server daily
Long world saves
Causes:
- Large world file
- HDD storage
- Many tile entities
Fixes:
- Use NVMe storage
- Pre-generate chunks, which means less data to write
- Consider reducing the world border
Hosting ATM10: Self-Host vs Paid
Self-hosting on a VPS
Pros:
- Full control
- Can run other things on the same VPS
- Often cheaper
- You learn server administration
Cons:
- You handle all setup
- You fix all problems
- Needs Linux knowledge
Best for: technical players and established groups
Game panel hosting
Pros:
- Easy setup, often one click
- Support included
- Automatic updates possible
- Backup systems
Cons:
- Less control
- Sometimes oversold
- Limited customization
Best for: beginners and convenience seekers
ATM10 Server Costs
Prices for 12GB to 32GB vary a lot between self-managed VPS hosting and game panel hosts, so compare plan RAM, the CPU you get in your region, storage and backups, not just the headline price. Our own ATM10 prices are in the Our ATM10 Hosting section below.
Remember that the RAM you pay for is plan RAM, not heap. Leave the operating system and Java what they need on top of -Xmx.
Updating ATM10
ATM10 updates frequently, and updates can remove mods and change recipes. Here is how to update safely.
Back up first
Back up the world plus any configs and kubejs scripts you changed.
# Stop server
# Copy world folder
cp -r world world-backup-$(date +%Y%m%d)
Download new files
- Get the new server files from CurseForge
- Extract to a temporary folder
- Delete the old kubejs, defaultconfigs, mods and config folders and copy in the new ones
- If the NeoForge version changed (it did from 8.1 to 8.2), also delete the libraries folder and copy in the new start scripts and NeoForge installer
- Keep your world, server.properties and eula.txt, and re-apply your own config changes by hand instead of copying the whole old config folder
rm -rf kubejs defaultconfigs mods config
cp -r new-version/kubejs new-version/defaultconfigs new-version/mods new-version/config .
# Only if the NeoForge version changed
rm -rf libraries
cp new-version/startserver.sh new-version/startserver.bat new-version/neoforge-*-installer.jar .
Test before announcing
Start the server, join it, and verify everything works before telling players.
Our ATM10 Hosting
At Space-Node, ATM10 runs on our Minecraft game server plans with a control panel, not on a VPS you set up yourself. These are the three plans we point ATM10 groups at:
| Players | Plan | Standard | Premium |
|---|---|---|---|
| 1-5 players | MC Special 1, 12GB | €10.80/month | €21.99/month |
| 5-15 players | MC Special 3, 16GB | €14.40/month | €27.99/month |
| 15+ players | MC Special 4, 32GB | €29.99/month | €56.99/month |
Prices are for the Netherlands, Germany and Poland. The plan selector shows the other regions.
- NVMe storage for fast chunk loading
- High frequency CPUs for better TPS
- Upgrade later without losing your world
- 9 regions: Netherlands, Germany, Poland, Canada, USA (California and Virginia), Singapore, India and Australia
- Your own Java version and startup settings, plus SFTP and a file manager for
user_jvm_args.txt - 12/7 support (08:00 to 20:00 UTC) from Minecraft players
See the plans and regions on our All The Mods 10 server hosting page.
Related Guides
- ATM10 PC specs for hosting locally
- ATM10 RAM calculator
- Minecraft Server Requirements 2026
- Top 10 Minecraft Modpacks Comparison
- Minecraft Modpack Server Crashing Fixes
- Best Minecraft Hosting for Modpacks
Frequently Asked Questions
How much RAM does ATM10 need?
Plan for 12GB for 1 to 5 players, 16GB for 5 to 15 players and 32GB for 15 or more. There is no official ATM10 server RAM figure: the ATM guide asks for at least 6GB for ATM packs in general, and the ATM10 server files set an 8GB Java heap. Java needs memory on top of that heap, which is why we start at 12GB.
How much RAM does the machine need compared to the Java heap?
More, always. Leave 2 to 4GB on top of -Xmx at small sizes and more on big heaps. The extra covers the operating system, the panel, backups, file cache, and crash dumps. Running a heap that equals the machine size is how servers get killed mid session.
Can I run ATM10 on 8GB RAM?
It will start, but it is tight. The official server files already set an 8GB Java heap, so an 8GB plan leaves Java no room on top of it. For a server other people rely on, start at 12GB.
Does more RAM always make ATM10 faster?
No. Past the point where the heap fits your workload, extra memory just gives the garbage collector more to scan, which lengthens pauses. Raise the heap only when monitoring shows you need it. The pack ships G1 flags, and ZGC is an option on fast CPUs with 4 or more cores.
How do I know if I need more RAM or a better CPU?
Look at the heap. OutOfMemoryError crashes, a heap pinned at 95% or higher, freezes during exploration, and failing backups mean you need more RAM. Low TPS while the heap has room means the CPU or your chunk and entity load is the problem, and more RAM will not fix it.
What Java version does ATM10 need?
Java 21. The official start script stops if Java is missing or older than 21. Install OpenJDK 21 or similar and confirm with java -version before launching.
Why does my ATM10 server lag?
Common causes: not enough RAM, a weak single thread CPU under 3.8GHz, HDD storage instead of NVMe, too many tile entities from machine farms, chunk generation during exploration, or one player's badly built base. Use the bottleneck table above, then Spark to profile and confirm.
How do I allocate more RAM to an ATM10 server?
Edit user_jvm_args.txt in the server folder and change the -Xms and -Xmx lines. The official files ship with -Xms4G -Xmx8G, so on a bigger plan raise -Xmx to fit it. Never allocate all of the system's RAM, leave 2 to 4GB free for the operating system and other processes.
How many chunks will my server load?
Expect under 200 loaded chunks for 1 to 3 players, 300 to 500 for 4 to 8, 500 to 800 for 8 to 15, and 1200 or more above 25 players. Chunk count drives RAM more directly than player count does, so a small group that explores in different directions can cost more than a larger group that stays put.
ATM10 vs ATM9: which needs more resources?
There is no official number comparing the two, so we do not put a percentage on it. ATM9 runs on Minecraft 1.20.1 with Forge, and its last update was 1.1.1 in October 2025. ATM10 runs on 1.21.1 with NeoForge, has around 500 mods and still gets regular updates. For ATM10 we size servers at 12GB, 16GB or 32GB by player count.