Moving your server from another host
Bring your existing world across by uploading a zip or giving us SFTP credentials.
The short version
Two routes, both from the Import tab on your server dashboard. Upload a zip of your world, configs and mods, up to 5 GB. Or give us SFTP details for your old host and we pull the files across read-only. Restart when it finishes and the new world loads.
#Option A: upload a zip
On the server dashboard, Import → Upload zip. Pick the archive of your server's world (and any configs / mods you want to keep). We extract it into /data and you're done.
The maximum upload size is 5 GB. For larger worlds, use the SFTP option instead.
#Option B: pull from SFTP
Import → SFTP. Give us host, port, username, password, and the remote path (e.g. /public_html/server/ on your old provider). We connect read-only, copy the files over, and disconnect. Credentials are encrypted at rest and only used for the import.
Both options preserve file permissions inside the container. After the import completes, restart the server to load the new world.
#What to export from your old host
This is where most migrations go wrong, and it goes wrong before you ever reach our side. Get the export right and the rest is mechanical.
Take the whole server directory if your old host lets you. If you have to be selective, you want:
- The world folders. On Java that is
world, plusworld_netherandworld_the_endon a Bukkit-family server, where the dimensions live in separate directories. Taking onlyworldfrom a Paper server is how people arrive having lost the Nether. server.properties, for your settings. Read the section below before you upload it.ops.json,whitelist.json,banned-players.json, so your staff and bans survive.mods/orplugins/, plus their config directories.
Skip the server jar and any launcher scripts. We provide those, and an old start.sh with hard-coded memory flags causes more problems than it solves.
#Check online-mode before you import a server.properties
Worth its own section, because it costs people entire worlds.
If your old server ran with online-mode=false, player data is keyed against offline UUIDs, which are generated from the username rather than issued by Mojang. Import that world onto a server running in online mode and every player gets a fresh UUID, which means an empty inventory, no ender chest and their base standing there untouched with someone else's name on the door.
Nothing has actually been lost. The data is still in the world, filed under identities nobody is using any more. But it looks exactly like data loss, and the panic it causes is real.
So before you import: open the old server.properties, find online-mode, and note the value. If it was false, decide deliberately whether to keep it that way rather than discovering the answer through your players.
#After the import
Restart, then check in this order:
- The server reaches "Done" in the console with no errors.
- You spawn in the right world, not a freshly generated one.
- Your inventory and your base are where you left them.
- Your ops still have op.
If you land in a brand-new world, the world folder is in the wrong place: the archive probably contained a nested directory, so /data/world/world/level.dat instead of /data/world/level.dat. Move it up one level from Files and restart.
#Keep the old host running for a few days
Do not cancel the old service the moment the import finishes. Keep it for a few days, ideally paused rather than deleted, until your group has played a session and confirmed everything is where it should be.
Migrations that go wrong tend to go wrong on the second evening, when someone notices a chest is missing from a corner of the map nobody visited on day one.
#Frequently asked questions
How do I move my Minecraft server from another host?
Export your server files from the current host as a zip and upload it under Import on your server dashboard, or hand us SFTP credentials for the old host and we copy the files across ourselves. Restart when the import finishes so the new world loads.
What is the maximum upload size for a server import?
Zip uploads are capped at 5 GB. Worlds larger than that should come across by SFTP instead, which has no such limit because we pull the files directly rather than routing them through your browser.
Are my old host's SFTP credentials safe?
They are encrypted at rest and used only for the import, and we connect read-only so nothing on the old host is modified. Change the password at your old host afterwards anyway, which is good practice whenever credentials leave your hands.
Written and maintained by the Hostd engineering team. Last updated 2026-08-05. Notice a mistake? Tell us.