Kingdoms of the Valley2026-10-25 · 6 min read

How to Host a Kingdoms of the Valley Server (NeoForge 1.21.1 Guide)

Kingdoms of the Valley is a kingdoms-and-exploration pack on NeoForge 1.21.1 that pairs Create's automation and MineColonies' colony building with trips into Twilight Forest and the Aether for resources and boss fights. With 20K downloads and four heavy mods running together, getting the server setup right the first time matters more than with a lighter pack.

1

Start with at least 6 GB of RAM dedicated to the server — that's the recommended floor for Kingdoms of the Valley once Create's automation, MineColonies' colonist AI, and the extra dimensional chunk loading from Twilight Forest and the Aether are all running at once. Going lower works for quick solo tests, but colony pathfinding and automated production lines are the first things to stutter if you undercut this.

2

Import the modpack directly from its CurseForge/Modrinth listing rather than copying a client export — a clean server-side import pulls in the correct NeoForge 1.21.1 version and server-side mod files for Create, MineColonies, Twilight Forest, and Aether without dragging along client-only rendering mods that have no business running on a dedicated server.

3

Watch the server console through the full first boot. With this many large mods loading together, you want to see Create's contraptions register, MineColonies' colony data initialize, and both Twilight Forest and Aether generate their dimension registries without errors before you call the world ready.

4

Only invite players once that first boot has finished cleanly and you've walked around long enough to confirm chunks are generating normally in the overworld and in at least one of the extra dimensions. Kingdoms of the Valley's economy is built around a slow colony-to-dimension progression, so a shaky first session sets a bad tone for the whole playthrough.

5

Take a full world backup before importing a world, updating the NeoForge loader, or touching MineColonies/Create configs. A botched update after your colonists have leveled up and your Create production lines are running can wipe out hours of colony growth and automation work that's painful to rebuild from scratch.

Use a cleaner Kingdoms of the Valley path

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