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To host the original Roguelike Adventures and Dungeons (RAD), download the matching RAD-Serverpack-1.56 from the official CurseForge project, extract it to a dedicated machine, install a compatible 64-bit Java runtime and Forge files, accept the Minecraft EULA, configure server.properties, set a starting heap of 4 GB, and launch the included Windows or Linux script. Every player must use the same RAD generation and release. RAD is a Minecraft 1.12.2 Forge pack; RAD2 and RAD3 files are separate and must not be mixed with it.
The correct RAD server files and version
Roguelike Adventures and Dungeons is a Forge modpack for Minecraft 1.12.2. The official CurseForge project currently identifies R.A.D. – 1.56 as its latest release and lists RAD-Serverpack-1.56 as the corresponding server archive. Check the project listing again immediately before downloading because filenames and release status can change.
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RAD is built around exploration, dungeons, structures, quests, leveling and loot. Its world can include dimensions such as Twilight Forest, Aether, The Betweenlands, Tropicraft, Cavern and The Beneath. Those systems generate substantial world data, so storage, CPU time and backup planning matter more than they do for a small vanilla test server.
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RAD, RAD2 and RAD3 are different installations
Do not treat the names as interchangeable editions. Original RAD targets Minecraft 1.12.2 with Forge. RAD2 is a separate successor line documented for Minecraft 1.16.5 with 64-bit Java 8; one managed-host guide for that configuration specifies Forge 36.2.39. RAD3 is another generation. A RAD2 or RAD3 server archive, Java setup, Forge loader or client profile cannot be substituted for the original RAD files.
| Pack line | Minecraft version documented | Loader or Java detail | Use with an original RAD 1.56 server? |
|---|---|---|---|
| Original RAD | 1.12.2 | Forge; use a compatible 64-bit Java runtime for the selected release | Yes |
| RAD2 | 1.16.5 | 64-bit Java 8; Forge 36.2.39 is documented for one RAD2 setup | No |
| RAD3 | Not established here | Follow that generation’s own server files and requirements | No |
What you need before installation
- A computer or rented server that can remain online whenever people want to play.
- A 64-bit Java runtime compatible with the exact RAD release and its Forge server files.
- The official server archive for the same release as the players’ client profiles.
- Enough free disk space for the extracted files, generated dimensions, logs and backups.
- Administrative access to the machine’s firewall. Home hosting also requires access to the router.
- A backup location separate from the live world directory.
The official RAD project page recommends allocating 4 GB of RAM. Treat that as a starting recommendation, not a guarantee of a fixed player count or view distance. Leave memory for the operating system and other services instead of assigning all physical RAM to Java.
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1. Install compatible 64-bit Java and prepare a directory
Install a 64-bit Java runtime that supports the selected RAD and Forge files. Confirm that the server’s launch script can find that Java installation; if the script uses a system java command, the runtime must be on the operating system’s PATH. Keep the server in a dedicated directory such as RAD-Server, rather than mixing it with another Minecraft instance.
Use a local path with simple permissions and enough space for multiple backups. Do not unpack a modded server into a directory that already contains another pack’s mods, config or world files.
2. Download the matching official archive
Open the official RAD project on CurseForge and select the release you intend to run. For the current release identified by the project, download RAD-Serverpack-1.56. Verify the release number in the filename and in the client profile before extracting anything.
Keep a copy of the untouched archive. It gives you a clean reference if a configuration file is accidentally edited or a later troubleshooting step requires restoring the original server files.
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3. Extract the archive
Extract the complete archive into the dedicated server directory. Preserve the folder structure and every supplied script, library, configuration directory and Forge file. Do not copy only the visible mod files; the launch process may depend on libraries and generated metadata elsewhere in the archive.
4. Accept the Minecraft EULA
Run the supplied launcher once if necessary so it can create eula.txt. Open that file, read the Minecraft EULA, and change the value to true only if you agree to the terms. The server will not start legally or technically until the EULA requirement is satisfied.
5. Configure server.properties
Before inviting players, open server.properties and review at least these settings:
- level-name: choose a recognizable world-directory name so backups are easy to identify.
- difficulty: select the challenge level appropriate for your group.
- white-list: enable it for a private server and add each player’s in-game name.
- view-distance: use a conservative value while testing; exploration packs generate many chunks.
- server-port: keep the configured port consistent with firewall and router rules. Minecraft commonly uses 25565, but the actual value is whatever this file specifies.
Other properties control game rules, online authentication and networking. Change one setting at a time, record the change, and restart the server when the property requires it.
6. Set the Java heap
Find the memory or JVM arguments in the supplied launch script and set the maximum heap to a starting value of 4 GB, matching the official RAD recommendation. The exact argument syntax is determined by the script included in your archive; edit its existing memory values rather than replacing the complete command with an example from another Minecraft version.
Do not allocate more memory simply because it is available. An oversized heap can increase garbage-collection pauses, while an undersized heap produces out-of-memory errors or severe lag. Watch actual usage after several players explore and enter other dimensions.
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7. Start the Forge server
Use the Windows or Linux launcher included with the server pack. RAD2 documentation describes the common names LaunchServer.bat and LaunchServer.sh, but script names and Java requirements can differ between RAD generations. Run the file supplied by your exact release, not a launcher copied from RAD2 or RAD3.
The first start can take considerably longer than later starts while Forge creates libraries, configuration files and the initial world. Keep the console open and wait for the server to report that it is ready for connections. Stop it from the console’s normal shutdown mechanism before closing the terminal; terminating the process abruptly risks losing world changes.
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Stop the server after the first successful start and copy the world directory, server.properties, config, scripts and other pack-specific settings to a separate backup location. Label the backup with the RAD release and date. A baseline lets you recover from a bad configuration edit or a failed mod update without recreating the world.
Make the server reachable to players
Hosting on a home network
A home server must accept traffic from outside the host computer. Allow the configured Minecraft port through the operating system firewall. If the server sits behind a router, forward that same port to the host machine’s local IP address. The commonly used port is 25565, but forwarding must match the value in server.properties.
Router menus differ by manufacturer, so there is no single universal click path. Give the host a stable local address, create one forwarding rule, and test from a different network rather than relying only on a connection from inside the home LAN. Do not expose administrative panels, remote-desktop services or file shares to the public internet just to make Minecraft reachable.
Use a whitelist and protect administration
Enable the whitelist before publishing the address. Add only the player names you recognize and keep operator privileges limited to people who need them. Use a strong operating-system account password, keep Java and the host patched, and do not share console access. Backups should not be writable by the live server process when practical; that limits damage from an accidental command or corrupted world.
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Joining from the client
Every player should install the exact same modpack generation and release as the server, including the same Forge loader and configuration profile. The least error-prone method is to distribute the exact CurseForge profile or direct players to the same official project release used for the server.
Players connect with the server’s public address and configured port. A player on the same home network may need the host’s private address, while remote players use the public address. Never assume that a successful local test proves that port forwarding works externally.
RAM, CPU and world-generation performance
Start with the official 4 GB allocation and measure the server under real use. Monitor Java heap occupancy, garbage-collection pauses, CPU load, disk activity and available system memory. A server that appears fine while idle may lag when several players generate new terrain, open dungeon structures or enter a new dimension.
Practical performance controls
- Pre-generate a safe area: create commonly visited terrain before peak play so exploration does not make every player wait for chunk generation. Keep the pre-generated region within available storage.
- Limit view distance: lower the value in
server.propertiesif CPU or memory usage spikes. Players load fewer surrounding chunks, reducing simultaneous generation. - Use fast, reliable storage: world saves and modded chunk generation perform poorly on an overloaded or failing disk.
- Schedule backups: copy the world when the server is stopped or use a method known to produce consistent saves. Keep several dated generations rather than overwriting one file.
- Change one variable at a time: record memory, view distance and player count when evaluating a change so you can identify what helped.
The 4 GB recommendation does not establish a maximum player count, guaranteed tick rate or universal hardware requirement. Results depend on the host CPU, storage, operating system, player activity, view distance and dimensions being generated.
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Self-hosting or managed hosting?
Self-hosting provides direct access to files, JVM flags, backups and network settings, and can cost less when you already own a suitable machine. You must supply the uptime, troubleshooting, security and port-forwarding work. A managed service generally provides a control panel, persistent data-center connectivity, backup options and provider support, but you trade away some low-level control and pay a recurring fee.
| Decision factor | Self-hosted machine | Managed Minecraft host |
|---|---|---|
| RAD release support | You install and maintain the exact server pack yourself. | Confirm that the provider supports the required RAD release and server-pack installation method. |
| Java and Forge control | Full control over runtime, Forge files and JVM arguments. | Control varies by panel and plan; verify supported Java versions and Forge selection. |
| RAM | You choose the heap, but must reserve memory for the operating system. | Check whether advertised RAM is guaranteed, shared or burst capacity. |
| Uptime and network | Depends on your electricity, internet connection, firewall and router. | Data-center connectivity and uptime are handled by the provider, subject to its terms. |
| Backups | You design, schedule and store them. | Backups may be included or sold separately; check retention and restore procedure. |
| Latency | Usually good for local players; remote quality depends on your connection. | Choose a region near the players and verify current locations. |
| Files and logs | Complete access to the filesystem and console. | Panel, SFTP and log access differ by provider. |
| Migration | You can move the directory whenever you want. | Confirm that world export and cancellation procedures are available. |
| Price | Uses existing hardware and electricity; exact cost depends on your setup. | Recurring price, RAM, region and features change; verify the current plan before purchase. |
CurseForge documents a hosted-server workflow for modpacks with matching server packs: select the modpack, plan, region and server details, then complete payment. That documentation identifies the service as powered by Shockbyte. Plans, regions, RAM allocations and prices can change, so confirm the current terms before committing. No independent benchmark establishes one hosting option as the fastest; compare the factors in the table or test the service with your own player group.
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Updating without losing the world
- Announce a maintenance window and stop the running server normally.
- Copy the complete world and configuration to a dated backup location.
- Record the current RAD release, Forge files, Java runtime and any local edits.
- Download the new official server pack rather than replacing individual mods.
- Extract it into a separate test directory first. Do not overwrite the production world until the server starts cleanly.
- Apply only documented configuration migrations, then launch the test copy and inspect the console for errors.
- Have one player join, visit an existing area and check dimensions, quests and inventories.
- Keep the previous server directory untouched until the new release has been stable and a fresh backup exists.
Never change mod versions on the live world without a recoverable backup. A release update can alter registries, world generation or configuration formats; downgrading after the world has been opened by a newer pack may not restore compatibility.
Troubleshooting common failures
The server closes immediately
Read the last console lines before trying random fixes. Common causes are a missing or incompatible 64-bit Java runtime, an unaccepted EULA, an incomplete extraction or a launcher copied from a different RAD generation. Restore the supplied script and verify that it points to the Java and Forge files included with your release.
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Check the client and server release numbers, Minecraft version, Forge loader and configuration files. These errors usually indicate that one side is using RAD2, RAD3 or another RAD release, or that a mod was added, removed or changed independently. Reinstall the exact official client profile before editing the server’s files.
Players cannot connect from outside the home
Confirm that the server is running on the port shown in server.properties, that the host firewall allows it, and that the router forwards that port to the correct local IP address. Test from a mobile connection or another external network. If local players can connect but remote players cannot, the fault is usually routing, firewall policy or an internet provider restriction rather than the modpack itself.
Severe lag appears during exploration
Check CPU, heap and disk activity while players generate chunks. Lower view distance, pre-generate a limited area, reduce simultaneous exploration and ensure backups are not competing with world saves. Increasing the heap beyond 4 GB may help only when monitoring shows memory pressure and the machine has sufficient RAM; it cannot compensate for a saturated CPU or slow storage.
The world or configuration is corrupted
Stop the server, preserve the damaged directory for diagnosis, and restore the most recent known-good backup. Do not repeatedly launch the damaged world while experimenting. Compare the date of the backup with the last mod or configuration change, then test recovery in a separate directory before returning the restored copy to production.
Quick Recap
A reliable launch checklist
- Release and filename match: original RAD 1.12.2, with the official server pack for the chosen release.
- Java is 64-bit and compatible with that release; RAD2 Java guidance has not been substituted for original RAD.
- The archive was fully extracted into a clean directory.
- The EULA was read and accepted by changing only the required value.
server.propertieshas the intended world name, difficulty, whitelist, view distance and port.- The launch script’s memory setting starts at the official 4 GB recommendation.
- The firewall and, where applicable, router forward the configured port.
- Players have the identical modpack generation and release.
- A dated baseline backup exists before anyone begins substantial exploration.
- Console logs, heap usage, CPU load and disk activity are monitored during the first busy session.
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