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Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstallFor most Minecraft servers, start with one planned restart per day during off-peak hours. Heavy Java servers, especially modded ones, may need a restart every 6 to 12 hours. There is no fixed interval mandated by Mojang, Microsoft, or PaperMC, and restarting is a maintenance workaround—not a cure for CPU shortages, expensive plugins, memory leaks, or inefficient builds.
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There is no official Minecraft restart interval
Mojang and Microsoft do not publish a universal restart schedule for Minecraft servers, and PaperMC does not require one. The interval used by a server is therefore an operational choice based on its software, player load, mods, plugins, hardware and observed stability. Hosting-provider guides and community administrators commonly choose a nightly restart because it is predictable and causes little disruption.
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Restarting can clear a process that has become unstable, apply configuration changes and return the server to a clean JVM or executable state. It cannot add CPU capacity, make an expensive plugin efficient, or repair a lag-producing world build. If the same problem returns after every restart, treat the restart as evidence that the underlying cause still needs diagnosis.
Use this schedule as a starting point
| Server situation | Starting cadence | What to watch |
|---|---|---|
| Lightly populated vanilla or lightly configured Java server | One restart each night, during the quietest period | Crash logs, “Can’t keep up!” warnings, TPS and MSPT |
| Busy Java server with substantial plugins or mods | Every 12 hours if a nightly restart does not hold performance | Garbage-collection pauses, memory growth and recurring lag windows |
| Very heavy or older Java workload | Every 6 hours only when monitoring shows a need | Whether the shorter interval actually delays the symptom |
| Server that is stable between incidents | Event-driven restarts for crashes, severe GC behavior or required changes | Incident frequency rather than an arbitrary timer |
| Bedrock Dedicated Server | No evidence-based universal interval; use a quiet planned restart when operationally useful | Configuration changes, executable health and stop/start behavior |
One provider-specific example illustrates how far practices can differ: Akliz advises at least every 12 hours for Minecraft 1.7.10 and older, and every 6 hours for 1.8 and newer. That is provider guidance, not a Mojang or PaperMC rule, and it should not override measurements from your own server.
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Why a nightly restart is the normal baseline
A once-daily restart gives a server a controlled maintenance point without repeatedly interrupting long player sessions. Schedule it when the fewest players are online, announce it briefly in chat and allow enough time for worlds to save and the process to stop cleanly. A common community convention is around 4 a.m. local server time, but the correct hour is the period that is genuinely quiet for your players.
Run that schedule for about a week while recording when lag, warnings or crashes occur. If the server remains healthy until the next planned restart, the cadence is probably adequate. If performance degrades several times before the next restart, move to a 12-hour schedule temporarily while investigating the cause rather than assuming that six-hour restarts are permanently required.
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PaperMC’s troubleshooting guidance cautions that a high memory reading is normally expected. Java heap usage often has a sawtooth pattern: allocations rise, garbage collection reclaims space, and usage rises again. The JVM also rarely returns reserved memory to the operating system, so a monitoring graph that stays near its previous high-water mark is not, by itself, proof of a leak or a need to restart.
Restart for an out-of-memory crash or genuinely bad garbage-collection times, not merely because the memory meter looks full. A restart can temporarily clear a process that has accumulated problematic state, but recurring growth after each restart points to a plugin, mod or other workload that should be identified.
A user report on GitHub describes continuous garbage collection that was relieved only temporarily by restarting and suspects a plugin leak. That is an individual report, not official diagnosis, but it demonstrates why repeating the timer without profiling can conceal the real fault.
How to tell whether the problem is memory, CPU or workload
Before shortening a restart interval, capture evidence during the lag itself. Paper and other Java server administrators commonly use the following signals:
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- TPS: A falling ticks-per-second value indicates that the server is not completing game ticks on time.
- MSPT: Milliseconds per tick shows how much of each tick budget is being consumed. Spikes identify periods when work takes too long.
- Garbage-collection behavior: Long or frequent GC pauses support a memory-management investigation; a merely high heap graph does not.
- The spark profiler: Profile the server while the issue is occurring to identify plugins, mods or tasks consuming the tick time.
- “Can’t keep up!” log warnings: Repeated warnings help establish when the server is falling behind, but they do not identify the component responsible on their own.
If profiling shows a CPU-heavy plugin, a costly mod, an overloaded simulation area or an undersized host, restarting only resets the symptoms. Reduce or reconfigure the workload, update or remove the offending component, or provide more suitable CPU capacity. Use a restart as a safety net while that work is underway.
Timed and event-driven schedules compared
| Approach | Advantages | Risks and best use |
|---|---|---|
| Nightly timed restart | Predictable, easy to announce and usually low disruption | Can mask a leak or workload problem; best default for a stable small or medium server |
| Every 6–12 hours | Limits the time a degrading process remains online | More interruptions and more opportunities to hide the root cause; reserve for observed recurring degradation |
| Event-driven restart | Preserves uptime when the server is healthy and responds to real incidents | Requires monitoring and clear triggers such as an out-of-memory crash, severe GC pauses or a required configuration change |
| Restart only after a crash | No planned player interruption | Leaves gradual degradation unaddressed and can turn a recoverable condition into an outage |
A practical restart procedure
- Choose the maintenance window. Use the lowest concurrent-player period, not an arbitrary universal hour.
- Warn players. Send a short notice before the restart and repeat it shortly before shutdown so players can leave safely.
- Stop cleanly. Use your server panel’s restart function or the server’s normal stop command rather than killing the process. A clean stop gives the world and plugins an opportunity to save.
- Confirm recovery. Check that the process starts, the world loads, the expected plugins or behavior are present and players can connect.
- Record the event. Note the time, player count, warnings and whether TPS, MSPT, memory or GC behavior changed afterward.
- Review after several days. Keep the nightly interval if it prevents incidents without masking a pattern. Move to 12-hour or, only when justified, 6-hour restarts if degradation reliably returns sooner.
Bedrock Dedicated Server has different restart mechanics
Bedrock Dedicated Server does not expose startup or maximum-memory values that administrators can tune in the same way as a Java server. The Minecraft Wiki also notes that /reload cannot fully reload a Bedrock server. Configuration or plugin changes therefore require a real restart.
Microsoft Learn’s getting-started instructions describe stopping the server with the console stop command and restarting it by running the executable again. Build your maintenance procedure around that controlled stop and start rather than assuming that a reload command has applied every change.
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No Bedrock-specific restart interval is established by the available guidance. An Ubuntu community guide offers an optional daily cron restart with a default time of 4 a.m.; that is community practice, not Mojang or Microsoft policy. Use it only if it matches your player schedule and you have verified that automated stopping and launching work correctly on your installation.
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Restarting because the memory graph is high
A high but sawtooth-shaped heap graph can be normal, and the JVM’s reluctance to return memory to the operating system makes a flat graph misleading. Look for out-of-memory crashes or bad GC times instead.
Using restarts to treat CPU saturation
A restart does not create CPU headroom. If MSPT remains high because of a plugin, mod or build, profile and change that workload.
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Shortening the timer indefinitely
Six-hour restarts may keep a failing process alive slightly longer, but they also interrupt players and postpone diagnosis. If the same symptom returns after every cycle, investigate the recurring component.
Restarting without player communication
Unexpected shutdowns can interrupt gameplay and leave players unsure whether a save completed. A brief warning and a clean stop are part of the schedule, not optional polish.
Quick Recap
Decision checklist
- Start at one off-peak restart per day.
- Move to 12-hour restarts only when monitoring shows degradation before the nightly window.
- Use a six-hour cadence for especially heavy workloads only when the evidence supports it.
- Trigger an immediate restart for an out-of-memory crash, severe garbage-collection behavior or a change that requires a full process restart.
- Use TPS, MSPT, spark profiling and “Can’t keep up!” warnings to find causes that timers cannot fix.
- For Bedrock, use a full stop and executable restart for configuration or plugin changes; do not rely on
/reload.
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