Minecraft server & network setup that holds up under players.
A server that starts is not the same as a server that survives a full lobby on a Friday night. I set up Paper and Purpur servers, wire Velocity or BungeeCord networks together, configure the plugins, and tune the thing until the tick rate stays where it should — then hand it over running.
From one server to a full network.
Pick the parts you need. Most projects are a mix of a clean install, the right plugins, and tuning so it stays smooth as the player count climbs.
Server install
Paper or Purpur installed and configured properly — Java settings, startup flags, world settings and the server.properties values that usually get left on default.
- Paper / Purpur
- JVM flags
- Config
Proxy networks
Velocity or BungeeCord tying multiple servers under one address — lobby, survival, minigames — with clean handoff and a single join point for players.
- Velocity
- BungeeCord
- Server routing
Performance tuning
Timings and spark profiling to find what is actually eating ticks, then real fixes — entity limits, view distance, chunk settings, plugin swaps — not blind config copy-paste.
- Timings
- spark
- TPS fixes
Plugin setup
The plugins your server needs, installed, configured and tested together — permissions, economy, protection, ranks — so they cooperate instead of fighting each other.
- Permissions
- Economy
- Protection
Shared data
Cross-server economy, chat, ranks and player data backed by MySQL or Redis, so a player feels like one account no matter which server they are on.
- MySQL
- Redis
- Sync
Migrations & upgrades
Moving hosts, upgrading versions, or merging worlds without losing builds or player data — planned, tested on a copy first, then done for real.
- Host moves
- Version jumps
- World merges
Tuned for your player count, not a generic template.
Tell me what the server is for and roughly how many players you expect. I look at what you already have — host, version, plugin list — and come back with a fixed quote and a plan. A ten-player SMP and a five-hundred-player network are not the same job, and I do not price them like they are.
From there I do the install or the fixes, test under load where it matters, and hand back something documented: what is installed, where the configs live, and how to restart it without breaking anything. If you need the plugins themselves built, not just configured, that is plugin development — and the two often go together.
Not sure whether you need a proxy at all? The server software guide walks through it in plain terms.
Before you reach out.
Only if you run more than one server and want players moving between them on one login — a lobby plus survival and minigames, say. A single server doesn't need a proxy. Velocity is the modern pick for new networks; BungeeCord still fits older setups. Describe what you're running and I'll point you the right way.
Yes. Most lag traces back to a heavy plugin, rough worldgen, an undersized host, or config values nobody ever tuned. I profile with timings and spark, find what's actually eating ticks, and fix that instead of guessing.
Either way. Already have a host or VPS? I work on that. Starting from nothing? I'll point you to one that fits your player count and budget before money goes on the wrong plan.
Commissions start from $75. A clean single-server install with plugins configured sits near the lower end; a full network with a proxy, shared data and tuning costs more. You get a fixed quote before any work begins.
Need a server set up or rescued?
Tell me what it's for and what you're running now, and I'll come back with a quote and a plan — usually within the hour. Need custom plugins on top? See plugin development.
Commissions start from $75.