DeceasedCraft Server Hosting — Zombie City Requirements (2026)
DeceasedCraft is the zombie-apocalypse pack: sprawling ruined cities, guns with actual gunplay, vehicles, and hordes that make basements feel like a good idea. Co-op survival is the whole point — and the hosting profile is dominated by one thing: urban worldgen.
How much RAM does a DeceasedCraft server need?
| Players | RAM |
|---|---|
| 2–4 survivors | 6 GB |
| 5–10 players | 8 GB |
| Large groups / dense cities | 10 GB |
City generation is an order of magnitude heavier than vanilla terrain — full street grids, multi-story interiors, loot tables per room. A fresh city chunk can cost more than a hundred plains chunks. Which leads to the one rule of DeceasedCraft hosting:
Pregenerate. Seriously.
Run chunky radius 4000 (more if your group roams) before anyone logs in. On this pack that’s not an optimization — it’s the difference between “smooth apocalypse” and “slideshow every time someone finds a new city.” Expect pregen to take a while precisely because the cities are expensive; that’s the cost you’re paying up front instead of during play.
The rest of the setup is one click: DeceasedCraft installs automatically on FadeHost — server pack, Forge build, and Java handled.
Tuning the apocalypse
- Horde pressure scales with living entity counts. If night raids tank TPS, trim spawn caps in steps rather than halving them — the tension is the pack.
- Guns mean projectiles — lots of them, with penetration checks. This is CPU-flavored load; if fights lag while RAM sits half-used, you’re core-bound, not memory-bound (same dynamic as RLCraft, different decade).
- Vehicles persist as entities. A parking lot of abandoned cars near spawn quietly ticks forever; scrap what the group doesn’t use.
- Back up before pack updates — city worldgen changing under an explored map produces chunk borders through downtown skyscrapers.
Common DeceasedCraft server issues
Massive lag on the frontier → un-pregenerated city chunks, see above.
TPS collapse at night → horde spawns + projectile fights stacking. Lower spawn caps slightly, add RAM if entities alone saturate it.
Client crashes, server fine → shader/render mods on the client side; the server pack correctly excludes them — don’t copy client mods up.
Cost to run one
The 8 GB sweet spot is $9.50/month on FadeHost ($2.50 base + 7 GB at $1/GB), with daily backups and DDoS protection included. Survive the first week on the 7-day free trial — pregen on day one, horde night by day three, and you’ll know your RAM tier before the trial ends.