How to Host a Skyward Colonies Server
Skyward Colonies is a Forge 1.20.1 sky-survival pack that layers Eureka's airships, Create's machinery, and MineColonies' citizens into one build — flying bases for transport, automated factories for production, and a populated colony for everything in between. That combination makes it heavier to boot correctly than a typical Create pack, so getting the RAM floor and the import right on day one matters more than usual.
Start with 7 GB of RAM as your floor, not a guess — that's what Skyward Colonies needs to keep Eureka's airship physics, Create's machine processing, and MineColonies' citizen AI running together without the server stuttering under tick lag.
Import the official Skyward Colonies modpack straight from the server panel rather than rebuilding it from a client export — Forge 1.20.1 with this many interlocking mod systems is easy to get subtly wrong when assembled by hand.
Watch the first boot all the way through to a clean, finished console before doing anything else — MineColonies needs to finish registering its building schematics and Create needs to initialize its kinetic network, and interrupting either mid-load tends to corrupt state.
Only invite players once that first clean boot is confirmed — a load that gets cut short can leave airship chunks or colony buildings half-registered, which is far harder to fix after players have already built on top of it.
Take a backup before any world import, Forge update, or config change — losing a Skyward Colonies world means losing a flying base, an automated Create production line, and a populated MineColonies town all at once, not just one system.
Use a cleaner Skyward Colonies path
CoalHost is built around modpack hosting, which makes Skyward Colonies much less annoying to launch correctly.
Deploy Skyward Colonies now →