How to Host an All the Mods 6 Server
All the Mods 6 is the ATM Team's Forge 1.16.5 kitchen-sink pack — the middle sibling between ATM8 (1.19.2) and the earlier ATM releases, with the full breadth of the 1.16 mod ecosystem bolted together. That means a long mod list, a slow first boot while everything registers, and a server that punishes guesswork on RAM and import steps. Here's how to get it running cleanly instead of fighting crash logs.
Start with at least 10 GB of RAM allocated to the server — that's All the Mods 6's own recommended floor given how many mods it loads at once, and going lower just trades a clean boot for GC stalls and eventual OutOfMemory crashes.
Import the modpack from a clean source instead of recreating it from a client export: use the official All the Mods 6 server pack (or CoalHost's one-click ATM6 install) so every mod, config, and mod version matches what players will have installed locally.
Watch the console through the full first boot. ATM6's mod list takes several minutes to register entities, recipes, and world generation — don't judge it as frozen; wait for the 'Done' message and confirm no mods failed to load before moving on.
Only invite players once that first boot finishes clean. Letting people connect mid-generation or during a mod-conflict crash loop is the fastest way to corrupt a brand-new world.
Take a backup before importing an existing world, updating Forge, or touching mod configs — ATM6 saves carry hundreds of hours of base-building and progression across mods like Mekanism and Applied Energistics, and a bad config change can corrupt chunks you can't get back.
Use a cleaner All the Mods 6 path
CoalHost is built around modpack hosting, which makes All the Mods 6 much less annoying to launch correctly.
Deploy All the Mods 6 now →