How to Host an FXNT Create Server
FXNT Create is a tightly-scoped Create-focused pack on Forge 1.20.1, pairing the base Create mod with a small, compatible set of addons — Create Crafts & Additions, Create Big Cannons, and Create Slice & Dice — instead of burying it in unrelated content. There's no quest log and no guided progression, which makes it a clean sandbox for players who already know Create and find bigger kitchen-sink packs too cluttered. Hosting it well mostly comes down to getting the import and first boot right before anyone starts building.
Start with at least 6 GB of RAM. That's the recommended floor for FXNT Create's own catalog listing, since Create's kinetic simulation and the Big Cannons/Slice & Dice addons keep ticking even when nobody's actively building.
Import the modpack through a clean modpack-install flow rather than dragging a client export onto a server. FXNT Create's addon set (Create Crafts & Additions, Create Big Cannons, Create Slice & Dice) needs to match exactly, and a guessed-at export is the fastest way to end up with mismatched mod versions.
Watch the first boot through to a clean 'Done' in the logs before touching anything. Create's kinetic network and the Big Cannons ballistics registry both do heavier first-load setup than a typical Forge pack, so a server that looks stuck is often just still indexing.
Only invite players once that first boot has finished cleanly. Letting people connect mid-load is how you get chunks that generate with half-initialized Create machinery, which usually means broken contraptions later.
Take a backup before importing an existing world, updating Forge, or touching the config. FXNT Create is a no-quest, build-your-own-contraptions sandbox, so there's no quest log to fall back on if a bad update eats a build — the contraption itself is the only record of the progress you'd lose.
Use a cleaner FXNT Create path
CoalHost is built around modpack hosting, which makes FXNT Create much less annoying to launch correctly.
Deploy FXNT Create now →